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setTimeout(() => {
console.log("hello")
setTimeout(() => {
console.log("world")
}, 1000)
}, 1000)
const setTimeoutPromise = function(text) {
return new Promise((resolve) => {
setTimeout(() => {
189 glGenFramebuffers(n=1, framebuffers=[1])
190 glGenTextures(n=1, textures=[11])
191 glBindTexture(target=GL_TEXTURE_2D, texture=11)
192 glTexParameteri(target=GL_TEXTURE_2D, pname=GL_TEXTURE_MAG_FILTER, param=GL_NEAREST)
193 glTexParameteri(target=GL_TEXTURE_2D, pname=GL_TEXTURE_MIN_FILTER, param=GL_NEAREST)
194 glTexParameteri(target=GL_TEXTURE_2D, pname=GL_TEXTURE_WRAP_S, param=GL_CLAMP_TO_EDGE)
195 glTexParameteri(target=GL_TEXTURE_2D, pname=GL_TEXTURE_WRAP_T, param=GL_CLAMP_TO_EDGE)
196 glTexImage2D(target=GL_TEXTURE_2D, level=0, internalformat=GL_RGB, width=2048, height=2048, border=0, format=GL_RGB, type=GL_UNSIGNED_SHORT_5_6_5, pixels=NULL)
197 glGenTextures(n=1, textures=[12])
198 glGetError()
# FRAME 8
521 eglWaitGL()
522 eglSwapBuffers(dpy=0x1, surface=0x6263e370)
523 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=2)
# RENDER SHADOWMAP
524 glClearDepthf(d=1.0)
525 glDisable(cap=GL_SCISSOR_TEST)
526 glDepthMask(flag=GL_TRUE)
527 glColorMask(red=GL_TRUE, green=GL_TRUE, blue=GL_TRUE, alpha=GL_TRUE)
230673 glClearDepthf(d=1.0)
230674 glDepthMask(flag=GL_TRUE)
230675 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=3)
230676 glClearDepthf(d=1.0)
230677 glDepthMask(flag=GL_TRUE)
230678 glClearColor(red=0.0, green=0.0, blue=0.0, alpha=0.0)
230679 glClear(mask=<GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT>)
230680 glBindFramebuffer(target=GL_FRAMEBUFFER, framebuffer=1)
230681 glClearDepthf(d=1.0)
230682 glDepthMask(flag=GL_TRUE)
@tikotus
tikotus / gist:ddd9f7a3eb20e008f213adb06a10ff64
Created May 31, 2017 14:04
SDL OpenGL context creation
SDL_Init(SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_VIDEO)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);