glew/gldt
library
Functions
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gldtBufferFloat(int target, List<double> list, int usage)
→ void
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gldtBufferUint32(int target, List<int> list, int usage)
→ void
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gldtDeleteBuffers(List<int> buffers)
→ void
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gldtDeleteTextures(List<int> textures)
→ void
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gldtDeleteVertexArrays(List<int> arrays)
→ void
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gldtDrawElements(int mode, int count, int type, int indices)
→ void
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gldtGenBuffers(int n)
→ List<int>
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gldtGenTextures(int n)
→ List<int>
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gldtGenVertexArrays(int n)
→ List<int>
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gldtGetProgramInfoLog(int program, int bufSize)
→ String
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gldtGetProgramiv(int program, int pname)
→ int
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gldtGetShaderInfoLog(int shader, int bufSize)
→ String
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gldtGetShaderiv(int shader, int pname)
→ int
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gldtShaderSource(int shader, String source)
→ void
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gldtTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, Uint8List pixels, {bool inverted = true})
→ void
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gldtUniform2fv(int location, int count, Float32List value)
→ void
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gldtUniform3fv(int location, int count, Float32List value)
→ void
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gldtUniform4fv(int location, int count, Float32List value)
→ void
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gldtUniformMatrix2fv(int location, int count, int transpose, Float32List value)
→ void
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gldtUniformMatrix3fv(int location, int count, int transpose, Float32List value)
→ void
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gldtUniformMatrix4fv(int location, int count, int transpose, Float32List value)
→ void
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gldtVertexAttribPointer(int index, int size, int type, int normalized, int stride, int pos)
→ void
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