The active texture unit being written to - used when initialising textures
The blend equation
The blend function
The current attribute buffer being written to.
Which face to cull. gl.CULL_FACE or null
The function to use when depth testing.
Whether to write depth information.
Whether to flip the Y component of loaded textures in memory
The currently bound framebuffer. Null if writing to screen.
A GLEnum representing the order to face vertices to use to determine whether what the "front" face of a polygon is. Eother gl.CCW or gl.CW
Whether to use premultiplied alpha.
The store of all texture units currently in memory and use.
The cached uniform location map.
The unpack alignment for pixel stores.
An object representing the current viewport
Represents the cached state of the renderer. All of these properties can be considered "in use".