void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
void bufferData(GLenum target, ArrayBufferView data, GLenum usage);
void bufferData(GLenum target, ArrayBuffer? data, GLenum usage);
void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data);
void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, ImageData? pixels);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, HTMLImageElement image);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, HTMLCanvasElement canvas);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, HTMLVideoElement video);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, ImageData? pixels);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, HTMLImageElement image);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, HTMLCanvasElement canvas);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, HTMLVideoElement video);
void uniform1fv(WebGLUniformLocation? location, Float32Array v);
void uniform1fv(WebGLUniformLocation? location, sequence<float> v);
void uniform1iv(WebGLUniformLocation? location, Int32Array v);
void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2fv(WebGLUniformLocation? location, Float32Array v);
void uniform2fv(WebGLUniformLocation? location, sequence<float> v);
void uniform2iv(WebGLUniformLocation? location, Int32Array v);
void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3fv(WebGLUniformLocation? location, Float32Array v);
void uniform3fv(WebGLUniformLocation? location, sequence<float> v);
void uniform3iv(WebGLUniformLocation? location, Int32Array v);
void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform4fv(WebGLUniformLocation? location, Float32Array v);
void uniform4fv(WebGLUniformLocation? location, sequence<float> v);
void uniform4iv(WebGLUniformLocation? location, Int32Array v);
void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<float> value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<float> value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<float> value);
void vertexAttrib1fv(GLuint indx, Float32Array values);
void vertexAttrib1fv(GLuint indx, sequence<float> values);
void vertexAttrib2fv(GLuint indx, Float32Array values);
void vertexAttrib2fv(GLuint indx, sequence<float> values);
void vertexAttrib3fv(GLuint indx, Float32Array values);
void vertexAttrib3fv(GLuint indx, sequence<float> values);
void vertexAttrib4fv(GLuint indx, Float32Array values);
void vertexAttrib4fv(GLuint indx, sequence<float> values);
can be simplified to the following:
void bufferData(GLenum target, GLsizeiptr or ArrayBufferView or ArrayBuffer? size, GLenum usage);
void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView or ArrayBuffer? data);
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type,
ImageData? or HTMLImageElement or HTMLCanvasElement or HTMLVideoElement image);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type,
ImageData? or HTMLImageElement or HTMLCanvasElement or HTMLVideoElement image);
void uniform1fv(WebGLUniformLocation? location, Float32Array or sequence<float> v);
void uniform1iv(WebGLUniformLocation? location, Int32Array or sequence<long> v);
void uniform2fv(WebGLUniformLocation? location, Float32Array or sequence<float> v);
void uniform2iv(WebGLUniformLocation? location, Int32Array or sequence<long> v);
void uniform3fv(WebGLUniformLocation? location, Float32Array or sequence<float> v);
void uniform3iv(WebGLUniformLocation? location, Int32Array or sequence<long> v);
void uniform4fv(WebGLUniformLocation? location, Float32Array or sequence<float> v);
void uniform4iv(WebGLUniformLocation? location, Int32Array or sequence<long> v);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array or sequence<float> value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array or sequence<float> value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array or sequence<float> value);
void vertexAttrib1fv(GLuint indx, Float32Array or sequence<float> values);
void vertexAttrib2fv(GLuint indx, Float32Array or sequence<float> values);
void vertexAttrib3fv(GLuint indx, Float32Array or sequence<float> values);
void vertexAttrib4fv(GLuint indx, Float32Array or sequence<float> values);
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Glenn Maynard