PropsWebGL2RenderingContextOverloads extension

on

Methods

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