WebGL2RenderingContextOverloads constructor

WebGL2RenderingContextOverloads({
  1. void uniform1fv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  2. void uniform1iv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  3. void uniform2fv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  4. void uniform2iv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  5. void uniform3fv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  6. void uniform3iv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  7. void uniform4fv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  8. void uniform4iv(
    1. Object,
    2. num?,
    3. num?, [
    4. WebGLUniformLocation?,
    ])?,
  9. void uniformMatrix2fv(
    1. bool,
    2. Object,
    3. num?,
    4. num?, [
    5. WebGLUniformLocation?,
    ])?,
  10. void uniformMatrix3fv(
    1. bool,
    2. Object,
    3. num?,
    4. num?, [
    5. WebGLUniformLocation?,
    ])?,
  11. void uniformMatrix4fv(
    1. bool,
    2. Object,
    3. num?,
    4. num?, [
    5. WebGLUniformLocation?,
    ])?,
})

Implementation

factory WebGL2RenderingContextOverloads({
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform1fv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform1iv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform2fv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform2iv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform3fv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform3iv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform4fv,
  void Function(
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniform4iv,
  void Function(
    _i2.bool,
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix2fv,
  void Function(
    _i2.bool,
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix3fv,
  void Function(
    _i2.bool,
    _i2.Object,
    _i2.num?,
    _i2.num?, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix4fv,
}) =>
    WebGL2RenderingContextOverloads._(
      uniform1fv: uniform1fv == null ? null : _i4.allowInterop(uniform1fv),
      uniform1iv: uniform1iv == null ? null : _i4.allowInterop(uniform1iv),
      uniform2fv: uniform2fv == null ? null : _i4.allowInterop(uniform2fv),
      uniform2iv: uniform2iv == null ? null : _i4.allowInterop(uniform2iv),
      uniform3fv: uniform3fv == null ? null : _i4.allowInterop(uniform3fv),
      uniform3iv: uniform3iv == null ? null : _i4.allowInterop(uniform3iv),
      uniform4fv: uniform4fv == null ? null : _i4.allowInterop(uniform4fv),
      uniform4iv: uniform4iv == null ? null : _i4.allowInterop(uniform4iv),
      uniformMatrix2fv: uniformMatrix2fv == null
          ? null
          : _i4.allowInterop(uniformMatrix2fv),
      uniformMatrix3fv: uniformMatrix3fv == null
          ? null
          : _i4.allowInterop(uniformMatrix3fv),
      uniformMatrix4fv: uniformMatrix4fv == null
          ? null
          : _i4.allowInterop(uniformMatrix4fv),
    );