1 | export var GLLoggingOption;
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2 | (function (GLLoggingOption) {
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3 | /**
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4 | * Disables logging entirely.
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5 | */
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6 | GLLoggingOption[GLLoggingOption["DISABLED"] = 0] = "DISABLED";
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7 | /**
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8 | * Logs method calls, their parameters and results.
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9 | */
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10 | GLLoggingOption[GLLoggingOption["METHOD_CALLS"] = 1] = "METHOD_CALLS";
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11 | /**
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12 | * Calls `gl.getError()` after each other method call and prints an error if any is returned.
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13 | * This option has a significant impact on the performance as this method is blocking.
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14 | */
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15 | GLLoggingOption[GLLoggingOption["GET_ERRORS"] = 2] = "GET_ERRORS";
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16 | /**
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17 | * Resolves parameters of type `number` to their constant names.
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18 | */
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19 | GLLoggingOption[GLLoggingOption["RESOLVE_CONSTANTS"] = 4] = "RESOLVE_CONSTANTS";
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20 | /**
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21 | * When this option is enabled, long strings will be truncated.
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22 | * It's useful if your shaders are really big and logging them significantly reduces performance.
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23 | */
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24 | GLLoggingOption[GLLoggingOption["TRUNCATE_STRINGS"] = 8] = "TRUNCATE_STRINGS";
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25 | /**
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26 | * Enables all other options. It implies `GET_ERRORS` so be aware of the slowdown.
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27 | */
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28 | GLLoggingOption[GLLoggingOption["ALL"] = 15] = "ALL";
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29 | })(GLLoggingOption || (GLLoggingOption = {}));
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30 | //# sourceMappingURL=GLView.types.js.map |
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