How to use the attachShader function from bindings
Find comprehensive JavaScript bindings.attachShader code examples handpicked from public code repositorys.
GitHub: mikeseven/node-webgl
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throw new TypeError('Expected activeTexture(number texture)'); } return _activeTexture(texture); } var _attachShader = gl.attachShader; gl.attachShader = function attachShader(program, shader) { if (!(arguments.length === 2 && (program === null || program instanceof gl.WebGLProgram) && (shader === null || shader instanceof gl.WebGLShader))) { throw new TypeError('Expected attachShader(WebGLProgram program, WebGLShader shader)'); }
GitHub: enh6/dumpster
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GL.attachShader = function() { if (GL.debug) { console.log("attachShader"); console.log(arguments); } return gl_bindings.attachShader.apply(null, arguments); }; GL.bindAttribLocation = function() { if (GL.debug) { console.log("bindAttribLocation");
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