PropsWebGLRenderingContextBase extension

on

Properties

canvas → dynamic
no setter
drawingBufferColorSpace PredefinedColorSpace
getter/setter pair
drawingBufferHeight int
no setter
drawingBufferWidth int
no setter
unpackColorSpace PredefinedColorSpace
getter/setter pair

Methods

activeTexture(int texture) → void
attachShader(WebGLProgram program, WebGLShader shader) → void
bindAttribLocation(WebGLProgram program, int index, String name) → void
bindBuffer(int target, WebGLBuffer? buffer) → void
bindFramebuffer(int target, WebGLFramebuffer? framebuffer) → void
bindRenderbuffer(int target, WebGLRenderbuffer? renderbuffer) → void
bindTexture(int target, WebGLTexture? texture) → void
blendColor(dynamic red, dynamic green, dynamic blue, dynamic alpha) → void
blendEquation(int mode) → void
blendEquationSeparate(int modeRGB, int modeAlpha) → void
blendFunc(int sfactor, int dfactor) → void
blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
checkFramebufferStatus(int target) int
clear(int mask) → void
clearColor(dynamic red, dynamic green, dynamic blue, dynamic alpha) → void
clearDepth(dynamic depth) → void
clearStencil(int s) → void
colorMask(bool red, bool green, bool blue, bool alpha) → void
compileShader(WebGLShader shader) → void
copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → void
copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
createBuffer() WebGLBuffer?
createFramebuffer() WebGLFramebuffer?
createProgram() WebGLProgram?
createRenderbuffer() WebGLRenderbuffer?
createShader(int type) WebGLShader?
createTexture() WebGLTexture?
cullFace(int mode) → void
deleteBuffer(WebGLBuffer? buffer) → void
deleteFramebuffer(WebGLFramebuffer? framebuffer) → void
deleteProgram(WebGLProgram? program) → void
deleteRenderbuffer(WebGLRenderbuffer? renderbuffer) → void
deleteShader(WebGLShader? shader) → void
deleteTexture(WebGLTexture? texture) → void
depthFunc(int func) → void
depthMask(bool flag) → void
depthRange(dynamic zNear, dynamic zFar) → void
detachShader(WebGLProgram program, WebGLShader shader) → void
disable(int cap) → void
disableVertexAttribArray(int index) → void
drawArrays(int mode, int first, int count) → void
drawElements(int mode, int count, int type, int offset) → void
enable(int cap) → void
enableVertexAttribArray(int index) → void
finish() → void
flush() → void
framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, WebGLRenderbuffer? renderbuffer) → void
framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture? texture, int level) → void
frontFace(int mode) → void
generateMipmap(int target) → void
getActiveAttrib(WebGLProgram program, int index) WebGLActiveInfo?
getActiveUniform(WebGLProgram program, int index) WebGLActiveInfo?
getAttachedShaders(WebGLProgram program) Iterable<WebGLShader>
getAttribLocation(WebGLProgram program, String name) int
getBufferParameter(int target, int pname) → dynamic
getContextAttributes() WebGLContextAttributes?
getError() int
getExtension(String name) → dynamic
getFramebufferAttachmentParameter(int target, int attachment, int pname) → dynamic
getParameter(int pname) → dynamic
getProgramInfoLog(WebGLProgram program) String?
getProgramParameter(WebGLProgram program, int pname) → dynamic
getRenderbufferParameter(int target, int pname) → dynamic
getShaderInfoLog(WebGLShader shader) String?
getShaderParameter(WebGLShader shader, int pname) → dynamic
getShaderPrecisionFormat(int shadertype, int precisiontype) WebGLShaderPrecisionFormat?
getShaderSource(WebGLShader shader) String?
getSupportedExtensions() Iterable<String>
getTexParameter(int target, int pname) → dynamic
getUniform(WebGLProgram program, WebGLUniformLocation location) → dynamic
getUniformLocation(WebGLProgram program, String name) WebGLUniformLocation?
getVertexAttrib(int index, int pname) → dynamic
getVertexAttribOffset(int index, int pname) int
hint(int target, int mode) → void
isBuffer(WebGLBuffer? buffer) bool
isContextLost() bool
isEnabled(int cap) bool
isFramebuffer(WebGLFramebuffer? framebuffer) bool
isProgram(WebGLProgram? program) bool
isRenderbuffer(WebGLRenderbuffer? renderbuffer) bool
isShader(WebGLShader? shader) bool
isTexture(WebGLTexture? texture) bool
lineWidth(dynamic width) → void
linkProgram(WebGLProgram program) → void
makeXRCompatible() Future<void>
pixelStorei(int pname, int param) → void
polygonOffset(dynamic factor, dynamic units) → void
renderbufferStorage(int target, int internalformat, int width, int height) → void
sampleCoverage(dynamic value, bool invert) → void
scissor(int x, int y, int width, int height) → void
shaderSource(WebGLShader shader, String source) → void
stencilFunc(int func, int ref, int mask) → void
stencilFuncSeparate(int face, int func, int ref, int mask) → void
stencilMask(int mask) → void
stencilMaskSeparate(int face, int mask) → void
stencilOp(int fail, int zfail, int zpass) → void
stencilOpSeparate(int face, int fail, int zfail, int zpass) → void
texParameterf(int target, int pname, dynamic param) → void
texParameteri(int target, int pname, int param) → void
uniform1f(WebGLUniformLocation? location, dynamic x) → void
uniform1i(WebGLUniformLocation? location, int x) → void
uniform2f(WebGLUniformLocation? location, dynamic x, dynamic y) → void
uniform2i(WebGLUniformLocation? location, int x, int y) → void
uniform3f(WebGLUniformLocation? location, dynamic x, dynamic y, dynamic z) → void
uniform3i(WebGLUniformLocation? location, int x, int y, int z) → void
uniform4f(WebGLUniformLocation? location, dynamic x, dynamic y, dynamic z, dynamic w) → void
uniform4i(WebGLUniformLocation? location, int x, int y, int z, int w) → void
useProgram(WebGLProgram? program) → void
validateProgram(WebGLProgram program) → void
vertexAttrib1f(int index, dynamic x) → void
vertexAttrib1fv(int index, dynamic values) → void
vertexAttrib2f(int index, dynamic x, dynamic y) → void
vertexAttrib2fv(int index, dynamic values) → void
vertexAttrib3f(int index, dynamic x, dynamic y, dynamic z) → void
vertexAttrib3fv(int index, dynamic values) → void
vertexAttrib4f(int index, dynamic x, dynamic y, dynamic z, dynamic w) → void
vertexAttrib4fv(int index, dynamic values) → void
vertexAttribPointer(int index, int size, int type, bool normalized, int stride, int offset) → void
viewport(int x, int y, int width, int height) → void