WebGLRenderingContextOverloads$Typings extension

on

Properties

bufferData → ({void Function(num target, num size, num usage) $1, void Function(num target, num usage, [Object? data]) $2})
Overload accessor: $1, $2
no setter
bufferSubData ↔ void Function(num, num, Object)
getter/setter pair
compressedTexImage2D ↔ void Function(num, num, num, num, num, num, ArrayBufferView)
getter/setter pair
compressedTexSubImage2D ↔ void Function(num, num, num, num, num, num, num, ArrayBufferView)
getter/setter pair
readPixels ↔ void Function(num, num, num, num, num, num, [ArrayBufferView?])
getter/setter pair
texImage2D → ({void Function(num target, num level, num internalformat, num format, num type, Object source) $1, void Function(num target, num level, num internalformat, num width, num height, num border, num format, num type, [ArrayBufferView? pixels]) $2})
Overload accessor: $1, $2
no setter
texSubImage2D → ({void Function(num target, num level, num xoffset, num yoffset, num format, num type, Object source) $1, void Function(num target, num level, num xoffset, num yoffset, num width, num height, num format, num type, [ArrayBufferView? pixels]) $2})
Overload accessor: $1, $2
no setter
uniform1fv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform1iv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform2fv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform2iv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform3fv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform3iv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform4fv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniform4iv → ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniformMatrix2fv → ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniformMatrix3fv → ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter
uniformMatrix4fv → ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
Overload accessor: $1, $2
no setter