WebGLRenderingContextOverloads constructor

WebGLRenderingContextOverloads({
  1. void bufferSubData(
    1. num,
    2. num,
    3. Object
    )?,
  2. void compressedTexImage2D(
    1. num,
    2. num,
    3. num,
    4. num,
    5. num,
    6. num,
    7. ArrayBufferView,
    )?,
  3. void compressedTexSubImage2D(
    1. num,
    2. num,
    3. num,
    4. num,
    5. num,
    6. num,
    7. num,
    8. ArrayBufferView,
    )?,
  4. void readPixels(
    1. num,
    2. num,
    3. num,
    4. num,
    5. num,
    6. num, [
    7. ArrayBufferView?,
    ])?,
  5. void uniform1fv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  6. void uniform1iv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  7. void uniform2fv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  8. void uniform2iv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  9. void uniform3fv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  10. void uniform3iv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  11. void uniform4fv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  12. void uniform4iv(
    1. Object, [
    2. WebGLUniformLocation?
    ])?,
  13. void uniformMatrix2fv(
    1. bool,
    2. Object, [
    3. WebGLUniformLocation?
    ])?,
  14. void uniformMatrix3fv(
    1. bool,
    2. Object, [
    3. WebGLUniformLocation?
    ])?,
  15. void uniformMatrix4fv(
    1. bool,
    2. Object, [
    3. WebGLUniformLocation?
    ])?,
})

Implementation

factory WebGLRenderingContextOverloads({
  void Function(
    _i2.num,
    _i2.num,
    _i2.Object,
  )? bufferSubData,
  void Function(
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i9.ArrayBufferView,
  )? compressedTexImage2D,
  void Function(
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i9.ArrayBufferView,
  )? compressedTexSubImage2D,
  void Function(
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num,
    _i2.num, [
    _i9.ArrayBufferView?,
  ])? readPixels,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform1fv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform1iv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform2fv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform2iv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform3fv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform3iv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform4fv,
  void Function(
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniform4iv,
  void Function(
    _i2.bool,
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix2fv,
  void Function(
    _i2.bool,
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix3fv,
  void Function(
    _i2.bool,
    _i2.Object, [
    _i3.WebGLUniformLocation?,
  ])? uniformMatrix4fv,
}) =>
    WebGLRenderingContextOverloads._(
      bufferSubData:
          bufferSubData == null ? null : _i4.allowInterop(bufferSubData),
      compressedTexImage2D: compressedTexImage2D == null
          ? null
          : _i4.allowInterop(compressedTexImage2D),
      compressedTexSubImage2D: compressedTexSubImage2D == null
          ? null
          : _i4.allowInterop(compressedTexSubImage2D),
      readPixels: readPixels == null ? null : _i4.allowInterop(readPixels),
      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),
    );