PropsWebGL2RenderingContextOverloads extension
Methods
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bufferData(int target, dynamic srcData, [int? usage, int? srcOffset, int? length = 0])
→ void
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bufferSubData(int target, int dstByteOffset, [dynamic srcData, int? srcOffset, int? length = 0])
→ void
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compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, dynamic srcData, [int? srcOffset = 0, int? srcLengthOverride = 0])
→ void
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compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, dynamic srcData, [int? srcOffset = 0, int? srcLengthOverride = 0])
→ void
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readPixels(int x, int y, int width, int height, int format, int type, [dynamic dstData, int? dstOffset])
→ void
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texImage2D(int target, int level, int internalformat, int width, int height, [int? border, int? format, int? type, dynamic srcData, int? srcOffset])
→ void
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texSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, [int? format, int? type, dynamic srcData, int? srcOffset])
→ void
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uniform1fv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform1iv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform2fv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform2iv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform3fv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform3iv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform4fv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform4iv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix2fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix3fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix4fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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