Transformed types
Using the [ts.js codemod](https://gist.github.com/tschaub/1ea498c9d1e5268cf36d212b3949be4e): jscodeshift --transform ts.js src
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@@ -13,7 +13,7 @@ import ContextEventType from '../webgl/ContextEventType.js';
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/**
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* @typedef {Object} BufferCacheEntry
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* @property {module:ol/webgl/Buffer} buf
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* @property {import("./Buffer.js").default} buf
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* @property {WebGLBuffer} buffer
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*/
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@@ -45,7 +45,7 @@ class WebGLContext extends Disposable {
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/**
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* @private
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* @type {!Object<string, module:ol/webgl/Context~BufferCacheEntry>}
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* @type {!Object<string, BufferCacheEntry>}
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*/
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this.bufferCache_ = {};
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@@ -107,7 +107,7 @@ class WebGLContext extends Disposable {
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the cache.
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* @param {number} target Target.
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* @param {module:ol/webgl/Buffer} buf Buffer.
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* @param {import("./Buffer.js").default} buf Buffer.
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*/
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bindBuffer(target, buf) {
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const gl = this.getGL();
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@@ -135,7 +135,7 @@ class WebGLContext extends Disposable {
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}
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/**
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* @param {module:ol/webgl/Buffer} buf Buffer.
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* @param {import("./Buffer.js").default} buf Buffer.
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*/
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deleteBuffer(buf) {
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const gl = this.getGL();
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@@ -200,7 +200,7 @@ class WebGLContext extends Disposable {
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/**
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* Get shader from the cache if it's in the cache. Otherwise, create
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* the WebGL shader, compile it, and add entry to cache.
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* @param {module:ol/webgl/Shader} shaderObject Shader object.
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* @param {import("./Shader.js").default} shaderObject Shader object.
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* @return {WebGLShader} Shader.
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*/
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getShader(shaderObject) {
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@@ -221,8 +221,8 @@ class WebGLContext extends Disposable {
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* Get the program from the cache if it's in the cache. Otherwise create
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* the WebGL program, attach the shaders to it, and add an entry to the
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* cache.
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* @param {module:ol/webgl/Fragment} fragmentShaderObject Fragment shader.
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* @param {module:ol/webgl/Vertex} vertexShaderObject Vertex shader.
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* @param {import("./Fragment.js").default} fragmentShaderObject Fragment shader.
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* @param {import("./Vertex.js").default} vertexShaderObject Vertex shader.
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* @return {WebGLProgram} Program.
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*/
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getProgram(fragmentShaderObject, vertexShaderObject) {
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