RenderingContext2 class

Annotations
  • @Native("WebGL2RenderingContext")

Properties

canvas Canvas
final
drawingBufferHeight int
final
drawingBufferWidth int
final
hashCode int
The hash code for this object. [...]
read-only, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited

Methods

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

Operators

operator ==(dynamic other) bool
The equality operator. [...]
inherited