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in-package search v0.1.0
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Library
Module
Module type
Parameter
Class
Class type
Library
Module
Module type
Parameter
Class
Class type
val draw_translated : vector -> (unit -> unit) -> unit
val draw_rotated : float -> vector -> (unit -> unit) -> unit
val draw_scaled : vector -> (unit -> unit) -> unit
val draw_with_matrix : matrix4x4 -> (unit -> unit) -> unit
val draw_with_rgb : rgb -> (unit -> unit) -> unit
val draw_with_rgba : rgba -> (unit -> unit) -> unit
val draw_with_material :
face:GL.face_mode ->
mode:GL.Material.material_mode ->
(unit -> unit) ->
unit
val draw_with_lightModel : light_model:GL.light_model -> (unit -> unit) -> unit
val draw_with_shadeModel : shade_mode:GL.shade_mode -> (unit -> unit) -> unit
val draw_with_frontFace : orientation:GL.orientation -> (unit -> unit) -> unit
val draw_with_cullFace : mode:GL.face_mode -> (unit -> unit) -> unit
val draw_enabled : cap:GL.gl_capability -> (unit -> unit) -> unit
val with_enablements : caps:GL.gl_capability list -> (unit -> unit) -> unit
val draw_disabled : cap:GL.gl_capability -> (unit -> unit) -> unit
val draw_with_polygonMode :
face:GL.face_mode ->
mode:GL.polygon_mode ->
(unit -> unit) ->
unit
val draw_with_polygonMode2 :
front:GL.polygon_mode ->
back:GL.polygon_mode ->
(unit -> unit) ->
unit
val do_with_matrixMode : mode:GL.matrix_mode -> (unit -> unit) -> unit
val draw_using_program : program:GL.shader_program -> (unit -> unit) -> unit
type qualified_vertices =
| Vertices2 of vertex2 list
| Vertices3 of vertex3 list
| Vertices4 of vertex4 list
| Normal_Vertices2 of (vector * vertex2) list
| Normal_Vertices3 of (vector * vertex3) list
| Normal_Vertices4 of (vector * vertex4) list
| RGB_Vertices2 of (rgb * vertex2) list
| RGB_Vertices3 of (rgb * vertex3) list
| RGB_Vertices4 of (rgb * vertex4) list
| RGBA_Vertices2 of (rgba * vertex2) list
| RGBA_Vertices3 of (rgba * vertex3) list
| RGBA_Vertices4 of (rgba * vertex4) list
| Normal_RGB_Vertices2 of (vector * rgb * vertex2) list
| Normal_RGB_Vertices3 of (vector * rgb * vertex3) list
| Normal_RGB_Vertices4 of (vector * rgb * vertex4) list
| Normal_RGBA_Vertices2 of (vector * rgba * vertex2) list
| Normal_RGBA_Vertices3 of (vector * rgba * vertex3) list
| Normal_RGBA_Vertices4 of (vector * rgba * vertex4) list
| UV_Vertices2 of (uv * vertex2) list
| UV_Vertices3 of (uv * vertex3) list
| UV_Vertices4 of (uv * vertex4) list
| UV_Normal_Vertices2 of (uv * vector * vertex2) list
| UV_Normal_Vertices3 of (uv * vector * vertex3) list
| UV_Normal_Vertices4 of (uv * vector * vertex4) list
| UV_RGB_Vertices2 of (uv * rgb * vertex2) list
| UV_RGB_Vertices3 of (uv * rgb * vertex3) list
| UV_RGB_Vertices4 of (uv * rgb * vertex4) list
| UV_RGBA_Vertices2 of (uv * rgba * vertex2) list
| UV_RGBA_Vertices3 of (uv * rgba * vertex3) list
| UV_RGBA_Vertices4 of (uv * rgba * vertex4) list
| UV_Normal_RGB_Vertices2 of (uv * vector * rgb * vertex2) list
| UV_Normal_RGB_Vertices3 of (uv * vector * rgb * vertex3) list
| UV_Normal_RGB_Vertices4 of (uv * vector * rgb * vertex4) list
| UV_Normal_RGBA_Vertices2 of (uv * vector * rgba * vertex2) list
| UV_Normal_RGBA_Vertices3 of (uv * vector * rgba * vertex3) list
| UV_Normal_RGBA_Vertices4 of (uv * vector * rgba * vertex4) list
val render_primitive : GL.primitive -> qualified_vertices -> unit
sectionYPositions = computeSectionYPositions($el), 10)"
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