Added GL.Shader.fromURL(vsURL, fsURL) and GL.create({canvas: myCanvas})#10
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toaarnio wants to merge 14 commits intoevanw:masterfrom
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Added GL.Shader.fromURL(vsURL, fsURL) and GL.create({canvas: myCanvas})#10toaarnio wants to merge 14 commits intoevanw:masterfrom
toaarnio wants to merge 14 commits intoevanw:masterfrom
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…s: GL.create({ width:800, height:600});
…load the shaders from the given URLs, or failing that, from DOM elements by the given IDs
…ion failed, now fixed
…e resources from being returned from a cache
… has a relative (percentage) width or height
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I like to put my shaders into separate files and load them via XHR, so I added a Shader factory method for that. It's currently limited to synchronous XHR, which is of course not good performance-wise if you have lots of shaders, but it's a start.
Also added the ability to pass a pre-existing canvas to GL.create(), which I've found convenient.