use gfx;
use gfx_device_gl;
pub type Resources = gfx_device_gl::Resources;
pub type CommandBuffer = gfx_device_gl::CommandBuffer;
pub type Encoder = gfx::Encoder<Resources, CommandBuffer>;
pub type Device = gfx_device_gl::Device;
pub type Factory = gfx_device_gl::Factory;
pub type ColorFormat = gfx::format::Rgba8;
pub type DepthFormat = gfx::format::DepthStencil;
pub type OutputColor = gfx::handle::RenderTargetView<Resources, ColorFormat>;
pub type OutputDepth = gfx::handle::DepthStencilView<Resources, DepthFormat>;
pub type PipelineState<T> = gfx::pso::PipelineState<Resources, T>;