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Copy file name to clipboardExpand all lines: src/content/contributor-docs/en/webgl_mode_architecture.mdx
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## Classes
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<divclass="light-mode-diagram">
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```mermaid
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---
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title: p5.js WebGL Classes
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WebGL "1" *-- "*" Texture
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WebGL "1" *-- "*" Framebuffer
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```
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</div>
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<divclass="dark-mode-diagram">
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```mermaid
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---
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title: p5.js WebGL Classes
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---
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%%{init: { "theme": "dark" }}%%
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classDiagram
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class Base["p5.Renderer"] {
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}
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class P2D["p5.Renderer2D"] {
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}
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class WebGL["p5.RendererGL"] {
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}
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class Geometry["p5.Geometry"] {
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}
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class Shader["p5.Shader"] {
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}
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class Texture["p5.Texture"] {
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}
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class Framebuffer["p5.Framebuffer"] {
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}
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Base <|-- P2D
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Base <|-- WebGL
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WebGL "*" o-- "*" Geometry
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WebGL "1" *-- "*" Shader
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WebGL "1" *-- "*" Texture
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WebGL "1" *-- "*" Framebuffer
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```
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</div>
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The entry point to most WebGL code is through **p5.RendererGL**. Top-level p5.js functions are passed to the current renderer. Both 2D and WebGL modes have renderer classes that conform to a common `p5.Renderer` interface. Immediate mode and retained mode functions are split up into `p5.RendererGL.Immediate.js` and `p5.RendererGL.Retained.js`.
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