PropsWebGLRenderingContextBase extension
Methods
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activeTexture(int texture)
→ void
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attachShader(WebGLProgram program, WebGLShader shader)
→ void
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bindAttribLocation(WebGLProgram program, int index, String name)
→ void
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bindBuffer(int target, WebGLBuffer? buffer)
→ void
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bindFramebuffer(int target, WebGLFramebuffer? framebuffer)
→ void
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bindRenderbuffer(int target, WebGLRenderbuffer? renderbuffer)
→ void
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bindTexture(int target, WebGLTexture? texture)
→ void
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blendColor(dynamic red, dynamic green, dynamic blue, dynamic alpha)
→ void
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blendEquation(int mode)
→ 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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checkFramebufferStatus(int target)
→ int
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clear(int mask)
→ void
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clearColor(dynamic red, dynamic green, dynamic blue, dynamic alpha)
→ void
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clearDepth(dynamic 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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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()
→ WebGLBuffer?
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createFramebuffer()
→ WebGLFramebuffer?
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createProgram()
→ WebGLProgram?
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createRenderbuffer()
→ WebGLRenderbuffer?
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createShader(int type)
→ WebGLShader?
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createTexture()
→ WebGLTexture?
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cullFace(int mode)
→ void
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deleteBuffer(WebGLBuffer? buffer)
→ void
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deleteFramebuffer(WebGLFramebuffer? framebuffer)
→ void
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deleteProgram(WebGLProgram? program)
→ void
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deleteRenderbuffer(WebGLRenderbuffer? renderbuffer)
→ void
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deleteShader(WebGLShader? shader)
→ void
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deleteTexture(WebGLTexture? texture)
→ void
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depthFunc(int func)
→ void
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depthMask(bool flag)
→ void
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depthRange(dynamic zNear, dynamic zFar)
→ void
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detachShader(WebGLProgram program, WebGLShader shader)
→ void
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disable(int cap)
→ 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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drawElements(int mode, int count, int type, int offset)
→ void
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enable(int cap)
→ void
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enableVertexAttribArray(int index)
→ void
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finish()
→ void
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flush()
→ void
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framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, WebGLRenderbuffer? renderbuffer)
→ void
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framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture? texture, int level)
→ void
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frontFace(int mode)
→ void
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generateMipmap(int target)
→ void
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getActiveAttrib(WebGLProgram program, int index)
→ WebGLActiveInfo?
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getActiveUniform(WebGLProgram program, int index)
→ WebGLActiveInfo?
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getAttachedShaders(WebGLProgram program)
→ Iterable<WebGLShader>
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getAttribLocation(WebGLProgram program, String name)
→ int
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getBufferParameter(int target, int pname)
→ dynamic
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getContextAttributes()
→ WebGLContextAttributes?
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getError()
→ int
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getExtension(String name)
→ dynamic
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getFramebufferAttachmentParameter(int target, int attachment, int pname)
→ dynamic
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getParameter(int pname)
→ dynamic
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getProgramInfoLog(WebGLProgram program)
→ String?
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getProgramParameter(WebGLProgram program, int pname)
→ dynamic
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getRenderbufferParameter(int target, int pname)
→ dynamic
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getShaderInfoLog(WebGLShader shader)
→ String?
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getShaderParameter(WebGLShader shader, int pname)
→ dynamic
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getShaderPrecisionFormat(int shadertype, int precisiontype)
→ WebGLShaderPrecisionFormat?
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getShaderSource(WebGLShader shader)
→ String?
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getSupportedExtensions()
→ Iterable<String>
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getTexParameter(int target, int pname)
→ dynamic
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getUniform(WebGLProgram program, WebGLUniformLocation location)
→ dynamic
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getUniformLocation(WebGLProgram program, String name)
→ WebGLUniformLocation?
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getVertexAttrib(int index, int pname)
→ dynamic
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getVertexAttribOffset(int index, int pname)
→ int
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hint(int target, int mode)
→ void
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isBuffer(WebGLBuffer? buffer)
→ bool
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isContextLost()
→ bool
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isEnabled(int cap)
→ bool
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isFramebuffer(WebGLFramebuffer? framebuffer)
→ bool
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isProgram(WebGLProgram? program)
→ bool
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isRenderbuffer(WebGLRenderbuffer? renderbuffer)
→ bool
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isShader(WebGLShader? shader)
→ bool
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isTexture(WebGLTexture? texture)
→ bool
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lineWidth(dynamic width)
→ void
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linkProgram(WebGLProgram program)
→ void
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makeXRCompatible()
→ Future<void>
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pixelStorei(int pname, int param)
→ void
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polygonOffset(dynamic factor, dynamic units)
→ void
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renderbufferStorage(int target, int internalformat, int width, int height)
→ void
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sampleCoverage(dynamic value, bool invert)
→ void
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scissor(int x, int y, int width, int height)
→ void
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shaderSource(WebGLShader shader, String source)
→ void
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stencilFunc(int func, int ref, int mask)
→ void
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stencilFuncSeparate(int face, int func, int ref, int mask)
→ void
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stencilMask(int mask)
→ void
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stencilMaskSeparate(int face, int mask)
→ void
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stencilOp(int fail, int zfail, int zpass)
→ void
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stencilOpSeparate(int face, int fail, int zfail, int zpass)
→ void
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texParameterf(int target, int pname, dynamic param)
→ void
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texParameteri(int target, int pname, int param)
→ void
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uniform1f(WebGLUniformLocation? location, dynamic x)
→ void
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uniform1i(WebGLUniformLocation? location, int x)
→ void
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uniform2f(WebGLUniformLocation? location, dynamic x, dynamic y)
→ void
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uniform2i(WebGLUniformLocation? location, int x, int y)
→ void
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uniform3f(WebGLUniformLocation? location, dynamic x, dynamic y, dynamic z)
→ void
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uniform3i(WebGLUniformLocation? location, int x, int y, int z)
→ void
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uniform4f(WebGLUniformLocation? location, dynamic x, dynamic y, dynamic z, dynamic w)
→ void
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uniform4i(WebGLUniformLocation? location, int x, int y, int z, int w)
→ void
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useProgram(WebGLProgram? program)
→ void
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validateProgram(WebGLProgram program)
→ void
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vertexAttrib1f(int index, dynamic x)
→ void
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vertexAttrib1fv(int index, dynamic values)
→ void
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vertexAttrib2f(int index, dynamic x, dynamic y)
→ void
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vertexAttrib2fv(int index, dynamic values)
→ void
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vertexAttrib3f(int index, dynamic x, dynamic y, dynamic z)
→ void
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vertexAttrib3fv(int index, dynamic values)
→ void
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vertexAttrib4f(int index, dynamic x, dynamic y, dynamic z, dynamic w)
→ void
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vertexAttrib4fv(int index, dynamic values)
→ 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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