PropsWebGL2RenderingContextBase extension
Methods
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beginQuery(int target, WebGLQuery query)
→ void
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beginTransformFeedback(int primitiveMode)
→ void
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bindBufferBase(int target, int index, WebGLBuffer? buffer)
→ void
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bindBufferRange(int target, int index, WebGLBuffer? buffer, int offset, int size)
→ void
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bindSampler(int unit, WebGLSampler? sampler)
→ void
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bindTransformFeedback(int target, WebGLTransformFeedback? tf)
→ void
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bindVertexArray(WebGLVertexArrayObject? array)
→ void
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blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)
→ void
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clearBufferfi(int buffer, int drawbuffer, dynamic depth, int stencil)
→ void
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clearBufferfv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0])
→ void
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clearBufferiv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0])
→ void
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clearBufferuiv(int buffer, int drawbuffer, dynamic values, [int? srcOffset = 0])
→ void
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clientWaitSync(WebGLSync sync, int flags, int timeout)
→ int
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compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, dynamic srcData, [int? srcOffset = 0, int? srcLengthOverride = 0])
→ void
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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
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copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size)
→ void
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copyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height)
→ void
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createQuery()
→ WebGLQuery?
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createSampler()
→ WebGLSampler?
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createTransformFeedback()
→ WebGLTransformFeedback?
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createVertexArray()
→ WebGLVertexArrayObject?
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deleteQuery(WebGLQuery? query)
→ void
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deleteSampler(WebGLSampler? sampler)
→ void
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deleteSync(WebGLSync? sync)
→ void
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deleteTransformFeedback(WebGLTransformFeedback? tf)
→ void
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deleteVertexArray(WebGLVertexArrayObject? vertexArray)
→ void
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drawArraysInstanced(int mode, int first, int count, int instanceCount)
→ void
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drawBuffers(Iterable<int> buffers)
→ void
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drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount)
→ void
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drawRangeElements(int mode, int start, int end, int count, int type, int offset)
→ void
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endQuery(int target)
→ void
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endTransformFeedback()
→ void
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fenceSync(int condition, int flags)
→ WebGLSync?
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framebufferTextureLayer(int target, int attachment, WebGLTexture? texture, int level, int layer)
→ void
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getActiveUniformBlockName(WebGLProgram program, int uniformBlockIndex)
→ String?
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getActiveUniformBlockParameter(WebGLProgram program, int uniformBlockIndex, int pname)
→ dynamic
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getActiveUniforms(WebGLProgram program, Iterable<int> uniformIndices, int pname)
→ dynamic
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getBufferSubData(int target, int srcByteOffset, dynamic dstBuffer, [int? dstOffset = 0, int? length = 0])
→ void
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getFragDataLocation(WebGLProgram program, String name)
→ int
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getIndexedParameter(int target, int index)
→ dynamic
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getInternalformatParameter(int target, int internalformat, int pname)
→ dynamic
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getQuery(int target, int pname)
→ WebGLQuery?
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getQueryParameter(WebGLQuery query, int pname)
→ dynamic
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getSamplerParameter(WebGLSampler sampler, int pname)
→ dynamic
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getSyncParameter(WebGLSync sync, int pname)
→ dynamic
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getTransformFeedbackVarying(WebGLProgram program, int index)
→ WebGLActiveInfo?
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getUniformBlockIndex(WebGLProgram program, String uniformBlockName)
→ int
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getUniformIndices(WebGLProgram program, Iterable<String> uniformNames)
→ Iterable<int>
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invalidateFramebuffer(int target, Iterable<int> attachments)
→ void
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invalidateSubFramebuffer(int target, Iterable<int> attachments, int x, int y, int width, int height)
→ void
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isQuery(WebGLQuery? query)
→ bool
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isSampler(WebGLSampler? sampler)
→ bool
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isSync(WebGLSync? sync)
→ bool
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isTransformFeedback(WebGLTransformFeedback? tf)
→ bool
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isVertexArray(WebGLVertexArrayObject? vertexArray)
→ bool
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pauseTransformFeedback()
→ void
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readBuffer(int src)
→ void
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renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height)
→ void
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resumeTransformFeedback()
→ void
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samplerParameterf(WebGLSampler sampler, int pname, dynamic param)
→ void
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samplerParameteri(WebGLSampler sampler, int pname, int param)
→ void
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texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, [dynamic srcData, int? srcOffset])
→ void
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texStorage2D(int target, int levels, int internalformat, int width, int height)
→ void
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texStorage3D(int target, int levels, int internalformat, int width, int height, int depth)
→ void
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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
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transformFeedbackVaryings(WebGLProgram program, Iterable<String> varyings, int bufferMode)
→ void
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uniform1ui(WebGLUniformLocation? location, int v0)
→ void
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uniform1uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform2ui(WebGLUniformLocation? location, int v0, int v1)
→ void
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uniform2uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform3ui(WebGLUniformLocation? location, int v0, int v1, int v2)
→ void
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uniform3uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniform4ui(WebGLUniformLocation? location, int v0, int v1, int v2, int v3)
→ void
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uniform4uiv(WebGLUniformLocation? location, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformBlockBinding(WebGLProgram program, int uniformBlockIndex, int uniformBlockBinding)
→ void
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uniformMatrix2x3fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix2x4fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix3x2fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix3x4fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix4x2fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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uniformMatrix4x3fv(WebGLUniformLocation? location, bool transpose, dynamic data, [int? srcOffset = 0, int? srcLength = 0])
→ void
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vertexAttribDivisor(int index, int divisor)
→ void
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vertexAttribI4i(int index, int x, int y, int z, int w)
→ void
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vertexAttribI4iv(int index, dynamic values)
→ void
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vertexAttribI4ui(int index, int x, int y, int z, int w)
→ void
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vertexAttribI4uiv(int index, dynamic values)
→ void
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vertexAttribIPointer(int index, int size, int type, int stride, int offset)
→ void
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waitSync(WebGLSync sync, int flags, int timeout)
→ void
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