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