PropsWebGL2RenderingContextBase extension

on

Methods

beginQuery(int target, WebGLQuery query) → void
beginTransformFeedback(int primitiveMode) → void
bindBufferBase(int target, int index, WebGLBuffer? buffer) → void
bindBufferRange(int target, int index, WebGLBuffer? buffer, int offset, int size) → void
bindSampler(int unit, WebGLSampler? sampler) → void
bindTransformFeedback(int target, WebGLTransformFeedback? tf) → void
bindVertexArray(WebGLVertexArrayObject? array) → void
blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
clearBufferfi(int buffer, int drawbuffer, dynamic depth, int stencil) → void
clearBufferfv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0]) → void
clearBufferiv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0]) → void
clearBufferuiv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0]) → void
clientWaitSync(WebGLSync sync, int flags, int timeout) int
compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, dynamic srcData, [int? srcOffset = 0, int? srcLengthOverride = 0]) → void
compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, dynamic srcData, [int? srcOffset = 0, int? srcLengthOverride = 0]) → void
copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size) → void
copyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) → void
createQuery() WebGLQuery?
createSampler() WebGLSampler?
createTransformFeedback() WebGLTransformFeedback?
createVertexArray() WebGLVertexArrayObject?
deleteQuery(WebGLQuery? query) → void
deleteSampler(WebGLSampler? sampler) → void
deleteSync(WebGLSync? sync) → void
deleteTransformFeedback(WebGLTransformFeedback? tf) → void
deleteVertexArray(WebGLVertexArrayObject? vertexArray) → void
drawArraysInstanced(int mode, int first, int count, int instanceCount) → void
drawBuffers(Iterable<int> buffers) → void
drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount) → void
drawRangeElements(int mode, int start, int end, int count, int type, int offset) → void
endQuery(int target) → void
endTransformFeedback() → void
fenceSync(int condition, int flags) WebGLSync?
framebufferTextureLayer(int target, int attachment, WebGLTexture? texture, int level, int layer) → void
getActiveUniformBlockName(WebGLProgram program, int uniformBlockIndex) String?
getActiveUniformBlockParameter(WebGLProgram program, int uniformBlockIndex, int pname) → dynamic
getActiveUniforms(WebGLProgram program, Iterable<int> uniformIndices, int pname) → dynamic
getBufferSubData(int target, int srcByteOffset, dynamic dstBuffer, [int? dstOffset = 0, int? length = 0]) → void
getFragDataLocation(WebGLProgram program, String name) int
getIndexedParameter(int target, int index) → dynamic
getInternalformatParameter(int target, int internalformat, int pname) → dynamic
getQuery(int target, int pname) WebGLQuery?
getQueryParameter(WebGLQuery query, int pname) → dynamic
getSamplerParameter(WebGLSampler sampler, int pname) → dynamic
getSyncParameter(WebGLSync sync, int pname) → dynamic
getTransformFeedbackVarying(WebGLProgram program, int index) WebGLActiveInfo?
getUniformBlockIndex(WebGLProgram program, String uniformBlockName) int
getUniformIndices(WebGLProgram program, Iterable<String> uniformNames) Iterable<int>
invalidateFramebuffer(int target, Iterable<int> attachments) → void
invalidateSubFramebuffer(int target, Iterable<int> attachments, int x, int y, int width, int height) → void
isQuery(WebGLQuery? query) bool
isSampler(WebGLSampler? sampler) bool
isSync(WebGLSync? sync) bool
isTransformFeedback(WebGLTransformFeedback? tf) bool
isVertexArray(WebGLVertexArrayObject? vertexArray) bool
pauseTransformFeedback() → void
readBuffer(int src) → void
renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height) → void
resumeTransformFeedback() → void
samplerParameterf(WebGLSampler sampler, int pname, dynamic param) → void
samplerParameteri(WebGLSampler sampler, int pname, int param) → void
texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, [dynamic srcData, int? srcOffset]) → void
texStorage2D(int target, int levels, int internalformat, int width, int height) → void
texStorage3D(int target, int levels, int internalformat, int width, int height, int depth) → void
texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, [dynamic srcData, int? srcOffset = 0]) → void
transformFeedbackVaryings(WebGLProgram program, Iterable<String> varyings, int bufferMode) → void
uniform1ui(WebGLUniformLocation? location, int v0) → void
uniform1uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniform2ui(WebGLUniformLocation? location, int v0, int v1) → void
uniform2uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniform3ui(WebGLUniformLocation? location, int v0, int v1, int v2) → void
uniform3uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniform4ui(WebGLUniformLocation? location, int v0, int v1, int v2, int v3) → void
uniform4uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformBlockBinding(WebGLProgram program, int uniformBlockIndex, int uniformBlockBinding) → void
uniformMatrix2x3fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformMatrix2x4fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformMatrix3x2fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformMatrix3x4fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformMatrix4x2fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
uniformMatrix4x3fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0]) → void
vertexAttribDivisor(int index, int divisor) → void
vertexAttribI4i(int index, int x, int y, int z, int w) → void
vertexAttribI4iv(int index, dynamic values) → void
vertexAttribI4ui(int index, int x, int y, int z, int w) → void
vertexAttribI4uiv(int index, dynamic values) → void
vertexAttribIPointer(int index, int size, int type, int stride, int offset) → void
waitSync(WebGLSync sync, int flags, int timeout) → void