RenderingContext2 class Null safety

Annotations
  • @Native("WebGL2RenderingContext")

Properties

canvas Canvas
read-only
drawingBufferHeight int
read-only
drawingBufferWidth int
read-only
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
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
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
toString() String
Returns a string representation of this object.
inherited
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

Operators

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