- Annotations
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- @Native("WebGL2RenderingContext")
Methods
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activeTexture(int texture)
→ void
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attachShader(Program program, Shader shader)
→ void
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beginQuery(int target, Query query)
→ void
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beginTransformFeedback(int primitiveMode)
→ void
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bindAttribLocation(Program program, int index, String name)
→ void
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bindBuffer(int target, Buffer? buffer)
→ void
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bindBufferBase(int target, int index, Buffer? buffer)
→ void
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bindBufferRange(int target, int index, Buffer? buffer, int offset, int size)
→ void
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bindFramebuffer(int target, Framebuffer? framebuffer)
→ void
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bindRenderbuffer(int target, Renderbuffer? renderbuffer)
→ void
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bindSampler(int unit, Sampler? sampler)
→ void
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bindTexture(int target, Texture? texture)
→ void
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bindTransformFeedback(int target, TransformFeedback? feedback)
→ void
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bindVertexArray(VertexArrayObject? vertexArray)
→ void
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blendColor(num red, num green, num blue, num alpha)
→ void
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blendEquation(int mode)
→ void
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blendEquationSeparate(int modeRGB, int modeAlpha)
→ void
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blendFunc(int sfactor, int dfactor)
→ void
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blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
→ void
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blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)
→ void
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bufferData(int target, dynamic data_OR_size, int usage)
→ void
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bufferData2(int target, TypedData srcData, int usage, int srcOffset, [int? length])
→ void
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bufferSubData(int target, int offset, dynamic data)
→ void
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bufferSubData2(int target, int dstByteOffset, TypedData srcData, int srcOffset, [int? length])
→ void
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checkFramebufferStatus(int target)
→ int
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clear(int mask)
→ void
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clearBufferfi(int buffer, int drawbuffer, num depth, int stencil)
→ void
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clearBufferfv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])
→ void
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clearBufferiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])
→ void
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clearBufferuiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])
→ void
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clearColor(num red, num green, num blue, num alpha)
→ void
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clearDepth(num depth)
→ void
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clearStencil(int s)
→ void
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clientWaitSync(Sync sync, int flags, int timeout)
→ int
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colorMask(bool red, bool green, bool blue, bool alpha)
→ void
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commit()
→ Future
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compileShader(Shader shader)
→ void
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compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, TypedData data)
→ void
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compressedTexImage2D2(int target, int level, int internalformat, int width, int height, int border, TypedData data, int srcOffset, [int? srcLengthOverride])
→ void
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compressedTexImage2D3(int target, int level, int internalformat, int width, int height, int border, int imageSize, int offset)
→ void
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compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, TypedData data, [int? srcOffset, int? srcLengthOverride])
→ void
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compressedTexImage3D2(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, int offset)
→ void
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compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data)
→ void
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compressedTexSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data, int srcOffset, [int? srcLengthOverride])
→ void
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compressedTexSubImage2D3(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, int offset)
→ void
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compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, TypedData data, [int? srcOffset, int? srcLengthOverride])
→ void
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compressedTexSubImage3D2(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, int offset)
→ void
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copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size)
→ void
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copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border)
→ void
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copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
→ void
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copyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height)
→ void
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createBuffer()
→ Buffer
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createFramebuffer()
→ Framebuffer
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createProgram()
→ Program
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createQuery()
→ Query?
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createRenderbuffer()
→ Renderbuffer
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createSampler()
→ Sampler?
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createShader(int type)
→ Shader
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createTexture()
→ Texture
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createTransformFeedback()
→ TransformFeedback?
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createVertexArray()
→ VertexArrayObject?
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cullFace(int mode)
→ void
-
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deleteBuffer(Buffer? buffer)
→ void
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deleteFramebuffer(Framebuffer? framebuffer)
→ void
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deleteProgram(Program? program)
→ void
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deleteQuery(Query? query)
→ void
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deleteRenderbuffer(Renderbuffer? renderbuffer)
→ void
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deleteSampler(Sampler? sampler)
→ void
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deleteShader(Shader? shader)
→ void
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deleteSync(Sync? sync)
→ void
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deleteTexture(Texture? texture)
→ void
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deleteTransformFeedback(TransformFeedback? feedback)
→ void
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deleteVertexArray(VertexArrayObject? vertexArray)
→ void
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depthFunc(int func)
→ void
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depthMask(bool flag)
→ void
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depthRange(num zNear, num zFar)
→ void
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detachShader(Program program, Shader shader)
→ void
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disable(int cap)
→ void
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disableVertexAttribArray(int index)
→ void
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drawArrays(int mode, int first, int count)
→ void
-
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drawArraysInstanced(int mode, int first, int count, int instanceCount)
→ void
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drawBuffers(List<int> buffers)
→ void
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drawElements(int mode, int count, int type, int offset)
→ void
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drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount)
→ void
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drawRangeElements(int mode, int start, int end, int count, int type, int offset)
→ void
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enable(int cap)
→ void
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enableVertexAttribArray(int index)
→ void
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endQuery(int target)
→ void
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endTransformFeedback()
→ void
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fenceSync(int condition, int flags)
→ Sync?
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finish()
→ void
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flush()
→ void
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framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer? renderbuffer)
→ void
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framebufferTexture2D(int target, int attachment, int textarget, Texture? texture, int level)
→ void
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framebufferTextureLayer(int target, int attachment, Texture? texture, int level, int layer)
→ void
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frontFace(int mode)
→ void
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generateMipmap(int target)
→ void
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getActiveAttrib(Program program, int index)
→ ActiveInfo
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getActiveUniform(Program program, int index)
→ ActiveInfo
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getActiveUniformBlockName(Program program, int uniformBlockIndex)
→ String?
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getActiveUniformBlockParameter(Program program, int uniformBlockIndex, int pname)
→ Object?
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getActiveUniforms(Program program, List<int> uniformIndices, int pname)
→ Object?
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getAttachedShaders(Program program)
→ List<Shader>?
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getAttribLocation(Program program, String name)
→ int
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getBufferParameter(int target, int pname)
→ Object?
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getBufferSubData(int target, int srcByteOffset, TypedData dstData, [int? dstOffset, int? length])
→ void
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getContextAttributes()
→ Map?
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getError()
→ int
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getExtension(String name)
→ Object?
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getFragDataLocation(Program program, String name)
→ int
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getFramebufferAttachmentParameter(int target, int attachment, int pname)
→ Object?
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getIndexedParameter(int target, int index)
→ Object?
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getInternalformatParameter(int target, int internalformat, int pname)
→ Object?
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getParameter(int pname)
→ Object?
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getProgramInfoLog(Program program)
→ String?
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getProgramParameter(Program program, int pname)
→ Object?
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getQuery(int target, int pname)
→ Object?
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getQueryParameter(Query query, int pname)
→ Object?
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getRenderbufferParameter(int target, int pname)
→ Object?
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getSamplerParameter(Sampler sampler, int pname)
→ Object?
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getShaderInfoLog(Shader shader)
→ String?
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getShaderParameter(Shader shader, int pname)
→ Object?
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getShaderPrecisionFormat(int shadertype, int precisiontype)
→ ShaderPrecisionFormat
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getShaderSource(Shader shader)
→ String?
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getSupportedExtensions()
→ List<String>?
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getSyncParameter(Sync sync, int pname)
→ Object?
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getTexParameter(int target, int pname)
→ Object?
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getTransformFeedbackVarying(Program program, int index)
→ ActiveInfo?
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getUniform(Program program, UniformLocation location)
→ Object?
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getUniformBlockIndex(Program program, String uniformBlockName)
→ int
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getUniformIndices(Program program, List<String> uniformNames)
→ List<int>?
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getUniformLocation(Program program, String name)
→ UniformLocation
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getVertexAttrib(int index, int pname)
→ Object?
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getVertexAttribOffset(int index, int pname)
→ int
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hint(int target, int mode)
→ void
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invalidateFramebuffer(int target, List<int> attachments)
→ void
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invalidateSubFramebuffer(int target, List<int> attachments, int x, int y, int width, int height)
→ void
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isBuffer(Buffer? buffer)
→ bool
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isContextLost()
→ bool
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isEnabled(int cap)
→ bool
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isFramebuffer(Framebuffer? framebuffer)
→ bool
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isProgram(Program? program)
→ bool
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isQuery(Query? query)
→ bool
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isRenderbuffer(Renderbuffer? renderbuffer)
→ bool
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isSampler(Sampler? sampler)
→ bool
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isShader(Shader? shader)
→ bool
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isSync(Sync? sync)
→ bool
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isTexture(Texture? texture)
→ bool
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isTransformFeedback(TransformFeedback? feedback)
→ bool
-
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isVertexArray(VertexArrayObject? vertexArray)
→ bool
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lineWidth(num width)
→ void
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linkProgram(Program program)
→ void
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a non-existent method or property is accessed.
inherited
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pauseTransformFeedback()
→ void
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pixelStorei(int pname, int param)
→ void
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polygonOffset(num factor, num units)
→ void
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readBuffer(int mode)
→ void
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readPixels(int x, int y, int width, int height, int format, int type, TypedData pixels)
→ void
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readPixels2(int x, int y, int width, int height, int format, int type, dynamic dstData_OR_offset, [int? offset])
→ void
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renderbufferStorage(int target, int internalformat, int width, int height)
→ void
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renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height)
→ void
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resumeTransformFeedback()
→ void
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sampleCoverage(num value, bool invert)
→ void
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samplerParameterf(Sampler sampler, int pname, num param)
→ void
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samplerParameteri(Sampler sampler, int pname, int param)
→ void
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scissor(int x, int y, int width, int height)
→ void
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shaderSource(Shader shader, String string)
→ void
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stencilFunc(int func, int ref, int mask)
→ void
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stencilFuncSeparate(int face, int func, int ref, int mask)
→ void
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stencilMask(int mask)
→ void
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stencilMaskSeparate(int face, int mask)
→ void
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stencilOp(int fail, int zfail, int zpass)
→ void
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stencilOpSeparate(int face, int fail, int zfail, int zpass)
→ void
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texImage2D(int target, int level, int internalformat, int format_OR_width, int height_OR_type, dynamic bitmap_OR_border_OR_canvas_OR_image_OR_pixels_OR_video, [int? format, int? type, TypedData? pixels])
→ void
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texImage2D2(int target, int level, int internalformat, int width, int height, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [int? srcOffset])
→ void
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texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [int? srcOffset])
→ void
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texParameterf(int target, int pname, num param)
→ void
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texParameteri(int target, int pname, int param)
→ void
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texStorage2D(int target, int levels, int internalformat, int width, int height)
→ void
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texStorage3D(int target, int levels, int internalformat, int width, int height, int depth)
→ void
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texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, dynamic bitmap_OR_canvas_OR_format_OR_image_OR_pixels_OR_video, [int? type, TypedData? pixels])
→ void
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texSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [int? srcOffset])
→ void
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texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [int? srcOffset])
→ void
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toString()
→ String
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A string representation of this object.
inherited
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transformFeedbackVaryings(Program program, List<String> varyings, int bufferMode)
→ void
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uniform1f(UniformLocation? location, num x)
→ void
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uniform1fv(UniformLocation? location, dynamic v)
→ void
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uniform1fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform1i(UniformLocation? location, int x)
→ void
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uniform1iv(UniformLocation? location, dynamic v)
→ void
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uniform1iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform1ui(UniformLocation? location, int v0)
→ void
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uniform1uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])
→ void
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uniform2f(UniformLocation? location, num x, num y)
→ void
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uniform2fv(UniformLocation? location, dynamic v)
→ void
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uniform2fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform2i(UniformLocation? location, int x, int y)
→ void
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uniform2iv(UniformLocation? location, dynamic v)
→ void
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uniform2iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform2ui(UniformLocation? location, int v0, int v1)
→ void
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uniform2uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])
→ void
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uniform3f(UniformLocation? location, num x, num y, num z)
→ void
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uniform3fv(UniformLocation? location, dynamic v)
→ void
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uniform3fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform3i(UniformLocation? location, int x, int y, int z)
→ void
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uniform3iv(UniformLocation? location, dynamic v)
→ void
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uniform3iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform3ui(UniformLocation? location, int v0, int v1, int v2)
→ void
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uniform3uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])
→ void
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uniform4f(UniformLocation? location, num x, num y, num z, num w)
→ void
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uniform4fv(UniformLocation? location, dynamic v)
→ void
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uniform4fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform4i(UniformLocation? location, int x, int y, int z, int w)
→ void
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uniform4iv(UniformLocation? location, dynamic v)
→ void
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uniform4iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])
→ void
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uniform4ui(UniformLocation? location, int v0, int v1, int v2, int v3)
→ void
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uniform4uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])
→ void
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uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding)
→ void
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uniformMatrix2fv(UniformLocation? location, bool transpose, dynamic array)
→ void
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uniformMatrix2fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])
→ void
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uniformMatrix2x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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uniformMatrix2x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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uniformMatrix3fv(UniformLocation? location, bool transpose, dynamic array)
→ void
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uniformMatrix3fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])
→ void
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uniformMatrix3x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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uniformMatrix3x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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uniformMatrix4fv(UniformLocation? location, bool transpose, dynamic array)
→ void
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uniformMatrix4fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])
→ void
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uniformMatrix4x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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uniformMatrix4x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])
→ void
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useProgram(Program? program)
→ void
-
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validateProgram(Program program)
→ void
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vertexAttrib1f(int indx, num x)
→ void
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vertexAttrib1fv(int indx, dynamic values)
→ void
-
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vertexAttrib2f(int indx, num x, num y)
→ void
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vertexAttrib2fv(int indx, dynamic values)
→ void
-
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vertexAttrib3f(int indx, num x, num y, num z)
→ void
-
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vertexAttrib3fv(int indx, dynamic values)
→ void
-
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vertexAttrib4f(int indx, num x, num y, num z, num w)
→ void
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vertexAttrib4fv(int indx, dynamic values)
→ void
-
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vertexAttribDivisor(int index, int divisor)
→ void
-
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vertexAttribI4i(int index, int x, int y, int z, int w)
→ void
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vertexAttribI4iv(int index, dynamic v)
→ void
-
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vertexAttribI4ui(int index, int x, int y, int z, int w)
→ void
-
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vertexAttribI4uiv(int index, dynamic v)
→ void
-
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vertexAttribIPointer(int index, int size, int type, int stride, int offset)
→ void
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vertexAttribPointer(int indx, int size, int type, bool normalized, int stride, int offset)
→ void
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viewport(int x, int y, int width, int height)
→ void
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waitSync(Sync sync, int flags, int timeout)
→ void
-