webgl1 library Null safety
The WebGLActiveInfo interface is part of the WebGL API and
represents the information returned by calling the
- The WebGLBuffer interface is part of the WebGL API and represents an opaque buffer object storing data such as vertices or colors.
- The WebContextEvent interface is part of the WebGL API and is an interface for an event that is generated in response to a status change to the WebGL rendering context.
- The WebGLFramebuffer interface is part of the WebGL API and represents a collection of buffers that serve as a rendering destination.
- The is part of the WebGL API and is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL).
- The WebGLRenderbuffer interface is part of the WebGL API and represents a buffer that can contain an image, or that can be a source or target of a rendering operation.
The interface provides an interface to the OpenGL ES 2.0
graphics rendering context for the drawing surface of an HTML
<canvas>element. To get an access to a WebGL context for 2D and/or 3D graphics rendering, call
<canvas>element, supplying "webgl" as the argument:
var canvas = document.getElementById('myCanvas'); var gl = canvas.getContext('webgl');Once you have the WebGL rendering context for a canvas, you can render within it. The WebGL tutorial has more information, examples, and resources on how to get started with WebGL. If you require a WebGL 2.0 context, see WebGL2RenderingContext; this supplies access to an implementation of OpenGL ES 3.0 graphics.
- The WebGLShader is part of the WebGL API and can either be a vertex or a fragment shader. A WebGLProgram requires both types of shaders.
The WebGLShaderPrecisionFormat interface is part of the WebGL
API and represents the information returned by calling the
- The WebGLTexture interface is part of the WebGL API and represents an opaque texture object providing storage and state for texturing operations.
- The WebGLUniformLocation interface is part of the WebGL API and represents the location of a uniform variable in a shader program.