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GL state managment made simple

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I think I've tracked down a source of a ton of woes for me so far, but I'm not sure what the best solution GD-side is: > Prep: > `Shader1`,...

What are your thoughts on exposing the low-level command set for webgl through the BasicDriver/Protocol, so all calls to binding framebuffers, setting the clear color, changing viewport size, clearing the...

I'm hacking in `drawElementsInstancedANGLE` support right now just to make it work, but GD should probably have a general mechanism for 1. Querying for the availability of extensions 2. Retaining...

All it should do is throw an error saying that there is no way to bind Y input to X value. Right now the output when binding something to `nil`...

Otherwise an `element-array-buffer` won't be bound (or will be left over from before, leading to unpredictable behavior), leading to an error `drawElements: no ELEMENT_ARRAY_BUFFER bound`. It represents an incomplete spec,...

Likely GD needs to have configurable warnings for dev and prod, which is a separate issue, but this is a big one for performance. If in drawing one frame we...

I don't want to specify the "targets" individually, want specify the whole thing like :faces {:x [pos neg] :y [pos neg] :z [pos neg]}

For instance for specifying :draw-mode, could allow user to supply ggl/TRIANGLES.