RenderingContext class
Methods
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activeTexture(int v0)
→ void
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attachShader(Program program, WebGLShader shader)
→ void
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beginTransformFeedback(int primitiveMode)
→ void
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bindAttribLocation(Program program, int index, String name)
→ void
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bindBuffer(int target, Buffer? buffer)
→ void
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bindBufferBase(int target, int index, Buffer? buffer)
→ void
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bindFramebuffer(int target, Framebuffer? framebuffer)
→ void
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bindRenderbuffer(int target, Renderbuffer? framebuffer)
→ void
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bindTexture(int target, WebGLTexture? texture)
→ void
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bindTransformFeedback(int target, TransformFeedback feedbeck)
→ void
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bindVertexArray(VertexArrayObject array)
→ void
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blendEquation(int v0)
→ void
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blendEquationSeparate(int modeRGB, int modeAlpha)
→ void
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blendFunc(int sfactor, int dfactor)
→ void
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blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
→ void
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blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)
→ void
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bufferData(int target, NativeArray<num> data, int usage)
→ void
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bufferSubData(int target, int dstByteOffset, NativeArray<num> srcData)
→ void
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checkError([String message = ''])
→ void
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checkFramebufferStatus(int target)
→ int
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clear(int mask)
→ void
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clearBufferiv(int buffer, int drawbuffer, int value)
→ void
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clearBufferuiv(int buffer, int drawbuffer, int value)
→ void
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clearColor(double red, double green, double blue, double alpha)
→ void
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clearDepth(double depth)
→ void
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clearStencil(int s)
→ void
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colorMask(bool red, bool green, bool blue, bool alpha)
→ void
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compileShader(WebGLShader shader)
→ void
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compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, NativeArray<num>? data)
→ void
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compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, NativeArray<num>? pixels)
→ void
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compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, NativeArray<num>? pixels)
→ void
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compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, NativeArray<num>? pixels)
→ void
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copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border)
→ void
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copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
→ void
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createBuffer()
→ Buffer
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createFramebuffer()
→ Framebuffer
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createProgram()
→ Program
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createRenderbuffer()
→ Renderbuffer
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createShader(int type)
→ WebGLShader
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createTexture()
→ WebGLTexture
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createTransformFeedback()
→ TransformFeedback
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createVertexArray()
→ VertexArrayObject
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cullFace(int mode)
→ void
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deleteBuffer(Buffer buffer)
→ void
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deleteFramebuffer(Framebuffer? framebuffer)
→ void
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deleteProgram(Program program)
→ void
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deleteRenderbuffer(Renderbuffer? renderbuffer)
→ void
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deleteShader(WebGLShader shader)
→ void
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deleteTexture(WebGLTexture? texture)
→ void
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deleteTransformFeedback(TransformFeedback transformFeedback)
→ void
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deleteVertexArray(VertexArrayObject array)
→ void
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depthFunc(int v0)
→ void
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depthMask(bool v0)
→ void
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disable(int v0)
→ void
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disableVertexAttribArray(int index)
→ void
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drawArrays(int mode, int first, int count)
→ void
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drawArraysInstanced(int mode, int first, int count, int instanceCount)
→ void
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drawBuffers(Uint32Array buffers)
→ void
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drawElements(int mode, int count, int type, int offset)
→ void
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drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount)
→ void
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enable(int v0)
→ void
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enableVertexAttribArray(int index)
→ void
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endTransformFeedback()
→ void
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finish()
→ void
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flush()
→ void
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framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer? renderbuffer)
→ void
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framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture? texture, int level)
→ void
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framebufferTextureLayer(int target, int attachment, int texture, int level, int layer)
→ void
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frontFace(int mode)
→ void
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generateMipmap(int target)
→ void
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getActiveAttrib(Program v0, dynamic v1)
→ ActiveInfo
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getActiveUniform(Program v0, dynamic v1)
→ ActiveInfo
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getAttribLocation(Program program, String name)
→ UniformLocation
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getContextAttributes()
→ dynamic
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getError()
→ int
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getExtension(String key)
→ Object?
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getParameter(int key)
→ int
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getProgramInfoLog(Program program)
→ String?
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getProgramParameter(Program program, int pname)
→ WebGLParameter
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getShaderInfoLog(WebGLShader shader)
→ String?
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getShaderParameter(WebGLShader shader, int pname)
→ bool
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getShaderPrecisionFormat(int shadertype, int precisiontype)
→ ShaderPrecisionFormat
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getShaderSource(WebGLShader shader)
→ String?
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getTransformFeedbackVarying(int program, int index)
→ ActiveInfo
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getUniformBlockIndex(Program program, String uniformBlockName)
→ int
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getUniformLocation(Program program, String name)
→ UniformLocation
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invalidateFramebuffer(int target, List<int> attachments)
→ void
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isProgram(Program program)
→ bool
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isTransformFeedback(TransformFeedback transformFeedback)
→ bool
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lineWidth(double width)
→ void
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linkProgram(Program program, [bool checkForErrors = true])
→ void
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loadImageFromAsset(String assetPath)
→ Future<Image>
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a nonexistent method or property is accessed.
inherited
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pauseTransformFeedback()
→ void
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pixelStorei(int pname, int param)
→ void
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polygonOffset(double factor, double units)
→ void
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readPixels(int x, int y, int width, int height, int format, int type, dynamic pixels)
→ void
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renderbufferStorage(int target, int internalformat, int width, int height)
→ void
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renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height)
→ void
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resumeTransformFeedback()
→ void
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scissor(int x, int y, int width, int height)
→ void
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shaderSource(WebGLShader shader, String shaderSource)
→ void
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stencilFunc(int func, int ref, int mask)
→ void
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stencilMask(int mask)
→ void
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stencilOp(int fail, int zfail, int zpass)
→ void
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texImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, NativeArray<num>? pixels)
→ void
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texImage2D_NOSIZE(int target, int level, int internalformat, int format, int type, Element? pixels)
→ void
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texImage2DfromAsset(int target, String asset, {int level = 0, int internalformat = WebGL.RGBA, int format = WebGL.RGBA, int type = WebGL.UNSIGNED_BYTE})
→ Future<void>
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texImage2DfromImage(int target, Image image, {int level = 0, int internalformat = WebGL.RGBA, int format = WebGL.RGBA, int type = WebGL.UNSIGNED_BYTE})
→ Future<void>
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texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, NativeArray<num>? pixels)
→ void
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texParameterf(int target, int pname, double param)
→ void
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texParameteri(int target, int pname, int param)
→ void
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texStorage2D(int target, int levels, int internalformat, int width, int height)
→ void
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texStorage3D(int target, int levels, int internalformat, int width, int height, int depth)
→ void
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texSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, dynamic pixels)
→ void
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texSubImage2D_NOSIZE(int target, int level, int xoffset, int yoffset, int format, int type, dynamic pixels)
→ void
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texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, NativeArray<num>? pixels)
→ void
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toString()
→ String
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A string representation of this object.
inherited
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transformFeedbackVaryings(Program program, int count, List<String> varyings, int bufferMode)
→ void
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uniform1f(UniformLocation location, double x)
→ void
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uniform1fv(UniformLocation location, List<double> v)
→ void
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uniform1i(UniformLocation location, int x)
→ void
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uniform1iv(UniformLocation location, List<int> v)
→ void
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uniform1ui(UniformLocation? location, int v0)
→ void
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uniform1uiv(UniformLocation? location, List<int> v)
→ void
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uniform2f(UniformLocation location, double x, double y)
→ void
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uniform2fv(UniformLocation location, List<double> v)
→ void
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uniform2iv(UniformLocation location, List<int> v)
→ void
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uniform2ui(UniformLocation? location, int v0, int v1)
→ void
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uniform2uiv(UniformLocation? location, List<int> v)
→ void
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uniform3f(UniformLocation location, double x, double y, double z)
→ void
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uniform3fv(UniformLocation location, List<double> v)
→ void
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uniform3iv(UniformLocation location, List<int> v)
→ void
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uniform3ui(UniformLocation? location, int v0, int v1, int v2)
→ void
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uniform3uiv(UniformLocation? location, List<int> v)
→ void
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uniform4f(UniformLocation location, double x, double y, double z, double w)
→ void
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uniform4fv(UniformLocation location, List<double> vectors)
→ void
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uniform4iv(UniformLocation location, List<int> v)
→ void
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uniform4ui(UniformLocation? location, int v0, int v1, int v2, int v3)
→ void
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uniform4uiv(UniformLocation? location, List<int> v)
→ void
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uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding)
→ void
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uniformMatrix2fv(UniformLocation location, bool transpose, List<double> values)
→ void
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uniformMatrix3fv(UniformLocation location, bool transpose, List<double> values)
→ void
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uniformMatrix4fv(UniformLocation location, bool transpose, List<double> values)
→ void
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useProgram(Program? program)
→ void
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vertexAttrib1fv(int index, NativeArray<double> values)
→ void
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vertexAttrib2fv(int index, NativeArray<double> values)
→ void
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vertexAttrib3fv(int index, NativeArray<double> values)
→ void
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vertexAttrib4fv(int index, NativeArray<double> values)
→ void
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vertexAttribDivisor(int index, int divisor)
→ void
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vertexAttribIPointer(int index, int size, int type, int stride, int pointer)
→ void
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vertexAttribPointer(int index, int size, int type, bool normalized, int stride, int offset)
→ void
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viewport(int x, int y, int width, int height)
→ void
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