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add description of WebGLDrawer drawing pipeline
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/**
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/**
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* @class WebGLDrawer
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* @class WebGLDrawer
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* @memberof OpenSeadragon
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* @memberof OpenSeadragon
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* @classdesc Default implementation of WebGLDrawer for an {@link OpenSeadragon.Viewer}.
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* @classdesc Default implementation of WebGLDrawer for an {@link OpenSeadragon.Viewer}. The WebGLDrawer
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* loads tile data as textures to the graphics card as soon as it is available (via the tile-ready event),
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* and unloads the data (via the image-unloaded event). The drawer utilizes a context-dependent two pass drawing pipeline.
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* For the first pass, tile composition for a given TiledImage is always done using a canvas with a WebGL context.
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* This allows tiles to be stitched together without seams or artifacts, without requiring a tile source with overlap. If overlap is present,
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* overlapping pixels are discarded. The second pass copies all pixel data from the WebGL context onto an output canvas
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* with a Context2d context. This allows appliations to have access to pixel data and other functionality provided by
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* Context2d, regardless of whether the CanvasDrawer or the WebGLDrawer is used. Certain options, including compositeOperation,
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* clip, croppingPolygons, and debugMode are implemented using Context2d operations; in these scenarios, each TiledImage is
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* drawn onto the output canvas immediately after the tile composition step (pass 1). Otherwise, for efficiency, all TiledImages
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* are copied over to the output canvas at once, after all tiles have been composited for all images.
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* @param {Object} options - Options for this Drawer.
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* @param {Object} options - Options for this Drawer.
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* @param {OpenSeadragon.Viewer} options.viewer - The Viewer that owns this Drawer.
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* @param {OpenSeadragon.Viewer} options.viewer - The Viewer that owns this Drawer.
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* @param {OpenSeadragon.Viewport} options.viewport - Reference to Viewer viewport.
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* @param {OpenSeadragon.Viewport} options.viewport - Reference to Viewer viewport.
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