WebGLRenderingContextOverloads$Typings extension
Properties
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bufferData
→ ({void Function(num target, num size, num usage) $1, void Function(num target, num usage, [Object? data]) $2})
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Overload accessor: $1, $2
no setter
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bufferSubData
↔ void Function(num, num, Object)
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getter/setter pair
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compressedTexImage2D
↔ void Function(num, num, num, num, num, num, ArrayBufferView)
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getter/setter pair
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compressedTexSubImage2D
↔ void Function(num, num, num, num, num, num, num, ArrayBufferView)
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getter/setter pair
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readPixels
↔ void Function(num, num, num, num, num, num, [ArrayBufferView?])
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getter/setter pair
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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})
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Overload accessor: $1, $2
no setter
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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})
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Overload accessor: $1, $2
no setter
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uniform1fv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform1iv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform2fv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform2iv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform3fv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform3iv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform4fv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniform4iv
→ ({void Function(Object v, [WebGLUniformLocation? location]) $1, void Function(Iterable<num> v, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniformMatrix2fv
→ ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniformMatrix3fv
→ ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter
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uniformMatrix4fv
→ ({void Function(bool transpose, Object value, [WebGLUniformLocation? location]) $1, void Function(bool transpose, Iterable<num> value, [WebGLUniformLocation? location]) $2})
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Overload accessor: $1, $2
no setter