Dart API Referencedart:htmlWebGLRenderingContext

WebGLRenderingContext Interface

Extends

CanvasRenderingContext

Static Fields

Code final int ACTIVE_ATTRIBUTES #

static final int ACTIVE_ATTRIBUTES = 0x8B89;

Code final int ACTIVE_TEXTURE #

static final int ACTIVE_TEXTURE = 0x84E0;

Code final int ACTIVE_UNIFORMS #

static final int ACTIVE_UNIFORMS = 0x8B86;

Code final int ALIASED_LINE_WIDTH_RANGE #

static final int ALIASED_LINE_WIDTH_RANGE = 0x846E;

Code final int ALIASED_POINT_SIZE_RANGE #

static final int ALIASED_POINT_SIZE_RANGE = 0x846D;

Code final int ALPHA #

static final int ALPHA = 0x1906;

Code final int ALPHA_BITS #

static final int ALPHA_BITS = 0x0D55;

Code final int ALWAYS #

static final int ALWAYS = 0x0207;

Code final int ARRAY_BUFFER #

static final int ARRAY_BUFFER = 0x8892;

Code final int ARRAY_BUFFER_BINDING #

static final int ARRAY_BUFFER_BINDING = 0x8894;

Code final int ATTACHED_SHADERS #

static final int ATTACHED_SHADERS = 0x8B85;

Code final int BACK #

static final int BACK = 0x0405;

Code final int BLEND #

static final int BLEND = 0x0BE2;

Code final int BLEND_COLOR #

static final int BLEND_COLOR = 0x8005;

Code final int BLEND_DST_ALPHA #

static final int BLEND_DST_ALPHA = 0x80CA;

Code final int BLEND_DST_RGB #

static final int BLEND_DST_RGB = 0x80C8;

Code final int BLEND_EQUATION #

static final int BLEND_EQUATION = 0x8009;

Code final int BLEND_EQUATION_ALPHA #

static final int BLEND_EQUATION_ALPHA = 0x883D;

Code final int BLEND_EQUATION_RGB #

static final int BLEND_EQUATION_RGB = 0x8009;

Code final int BLEND_SRC_ALPHA #

static final int BLEND_SRC_ALPHA = 0x80CB;

Code final int BLEND_SRC_RGB #

static final int BLEND_SRC_RGB = 0x80C9;

Code final int BLUE_BITS #

static final int BLUE_BITS = 0x0D54;

Code final int BOOL #

static final int BOOL = 0x8B56;

Code final int BOOL_VEC2 #

static final int BOOL_VEC2 = 0x8B57;

Code final int BOOL_VEC3 #

static final int BOOL_VEC3 = 0x8B58;

Code final int BOOL_VEC4 #

static final int BOOL_VEC4 = 0x8B59;

Code final int BROWSER_DEFAULT_WEBGL #

static final int BROWSER_DEFAULT_WEBGL = 0x9244;

Code final int BUFFER_SIZE #

static final int BUFFER_SIZE = 0x8764;

Code final int BUFFER_USAGE #

static final int BUFFER_USAGE = 0x8765;

Code final int BYTE #

static final int BYTE = 0x1400;

Code final int CCW #

static final int CCW = 0x0901;

Code final int CLAMP_TO_EDGE #

static final int CLAMP_TO_EDGE = 0x812F;

Code final int COLOR_ATTACHMENT0 #

static final int COLOR_ATTACHMENT0 = 0x8CE0;

Code final int COLOR_BUFFER_BIT #

static final int COLOR_BUFFER_BIT = 0x00004000;

Code final int COLOR_CLEAR_VALUE #

static final int COLOR_CLEAR_VALUE = 0x0C22;

Code final int COLOR_WRITEMASK #

static final int COLOR_WRITEMASK = 0x0C23;

Code final int COMPILE_STATUS #

static final int COMPILE_STATUS = 0x8B81;

Code final int COMPRESSED_TEXTURE_FORMATS #

static final int COMPRESSED_TEXTURE_FORMATS = 0x86A3;

Code final int CONSTANT_ALPHA #

static final int CONSTANT_ALPHA = 0x8003;

Code final int CONSTANT_COLOR #

static final int CONSTANT_COLOR = 0x8001;

Code final int CONTEXT_LOST_WEBGL #

static final int CONTEXT_LOST_WEBGL = 0x9242;

Code final int CULL_FACE #

static final int CULL_FACE = 0x0B44;

Code final int CULL_FACE_MODE #

static final int CULL_FACE_MODE = 0x0B45;

Code final int CURRENT_PROGRAM #

static final int CURRENT_PROGRAM = 0x8B8D;

Code final int CURRENT_VERTEX_ATTRIB #

static final int CURRENT_VERTEX_ATTRIB = 0x8626;

Code final int CW #

static final int CW = 0x0900;

Code final int DECR #

static final int DECR = 0x1E03;

Code final int DECR_WRAP #

static final int DECR_WRAP = 0x8508;

Code final int DELETE_STATUS #

static final int DELETE_STATUS = 0x8B80;

Code final int DEPTH_ATTACHMENT #

static final int DEPTH_ATTACHMENT = 0x8D00;

Code final int DEPTH_BITS #

static final int DEPTH_BITS = 0x0D56;

Code final int DEPTH_BUFFER_BIT #

static final int DEPTH_BUFFER_BIT = 0x00000100;

Code final int DEPTH_CLEAR_VALUE #

static final int DEPTH_CLEAR_VALUE = 0x0B73;

Code final int DEPTH_COMPONENT #

static final int DEPTH_COMPONENT = 0x1902;

Code final int DEPTH_COMPONENT16 #

static final int DEPTH_COMPONENT16 = 0x81A5;

Code final int DEPTH_FUNC #

static final int DEPTH_FUNC = 0x0B74;

Code final int DEPTH_RANGE #

static final int DEPTH_RANGE = 0x0B70;

Code final int DEPTH_STENCIL #

static final int DEPTH_STENCIL = 0x84F9;

Code final int DEPTH_STENCIL_ATTACHMENT #

static final int DEPTH_STENCIL_ATTACHMENT = 0x821A;

Code final int DEPTH_TEST #

static final int DEPTH_TEST = 0x0B71;

Code final int DEPTH_WRITEMASK #

static final int DEPTH_WRITEMASK = 0x0B72;

Code final int DITHER #

static final int DITHER = 0x0BD0;

Code final int DONT_CARE #

static final int DONT_CARE = 0x1100;

Code final int DST_ALPHA #

static final int DST_ALPHA = 0x0304;

Code final int DST_COLOR #

static final int DST_COLOR = 0x0306;

Code final int DYNAMIC_DRAW #

static final int DYNAMIC_DRAW = 0x88E8;

Code final int ELEMENT_ARRAY_BUFFER #

static final int ELEMENT_ARRAY_BUFFER = 0x8893;

Code final int ELEMENT_ARRAY_BUFFER_BINDING #

static final int ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;

Code final int EQUAL #

static final int EQUAL = 0x0202;

Code final int FASTEST #

static final int FASTEST = 0x1101;

Code final int FLOAT #

static final int FLOAT = 0x1406;

Code final int FLOAT_MAT2 #

static final int FLOAT_MAT2 = 0x8B5A;

Code final int FLOAT_MAT3 #

static final int FLOAT_MAT3 = 0x8B5B;

Code final int FLOAT_MAT4 #

static final int FLOAT_MAT4 = 0x8B5C;

Code final int FLOAT_VEC2 #

static final int FLOAT_VEC2 = 0x8B50;

Code final int FLOAT_VEC3 #

static final int FLOAT_VEC3 = 0x8B51;

Code final int FLOAT_VEC4 #

static final int FLOAT_VEC4 = 0x8B52;

Code final int FRAGMENT_SHADER #

static final int FRAGMENT_SHADER = 0x8B30;

Code final int FRAMEBUFFER #

static final int FRAMEBUFFER = 0x8D40;

Code final int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME #

static final int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1;

Code final int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE #

static final int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0;

Code final int FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE #

static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;

Code final int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL #

static final int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2;

Code final int FRAMEBUFFER_BINDING #

static final int FRAMEBUFFER_BINDING = 0x8CA6;

Code final int FRAMEBUFFER_COMPLETE #

static final int FRAMEBUFFER_COMPLETE = 0x8CD5;

Code final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT #

static final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6;

Code final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS #

static final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9;

Code final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT #

static final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;

Code final int FRAMEBUFFER_UNSUPPORTED #

static final int FRAMEBUFFER_UNSUPPORTED = 0x8CDD;

Code final int FRONT #

static final int FRONT = 0x0404;

Code final int FRONT_AND_BACK #

static final int FRONT_AND_BACK = 0x0408;

Code final int FRONT_FACE #

static final int FRONT_FACE = 0x0B46;

Code final int FUNC_ADD #

static final int FUNC_ADD = 0x8006;

Code final int FUNC_REVERSE_SUBTRACT #

static final int FUNC_REVERSE_SUBTRACT = 0x800B;

Code final int FUNC_SUBTRACT #

static final int FUNC_SUBTRACT = 0x800A;

Code final int GENERATE_MIPMAP_HINT #

static final int GENERATE_MIPMAP_HINT = 0x8192;

Code final int GEQUAL #

static final int GEQUAL = 0x0206;

Code final int GREATER #

static final int GREATER = 0x0204;

Code final int GREEN_BITS #

static final int GREEN_BITS = 0x0D53;

Code final int HIGH_FLOAT #

static final int HIGH_FLOAT = 0x8DF2;

Code final int HIGH_INT #

static final int HIGH_INT = 0x8DF5;

Code final int INCR #

static final int INCR = 0x1E02;

Code final int INCR_WRAP #

static final int INCR_WRAP = 0x8507;

Code final int INT #

static final int INT = 0x1404;

Code final int INT_VEC2 #

static final int INT_VEC2 = 0x8B53;

Code final int INT_VEC3 #

static final int INT_VEC3 = 0x8B54;

Code final int INT_VEC4 #

static final int INT_VEC4 = 0x8B55;

Code final int INVALID_ENUM #

static final int INVALID_ENUM = 0x0500;

Code final int INVALID_FRAMEBUFFER_OPERATION #

static final int INVALID_FRAMEBUFFER_OPERATION = 0x0506;

Code final int INVALID_OPERATION #

static final int INVALID_OPERATION = 0x0502;

Code final int INVALID_VALUE #

static final int INVALID_VALUE = 0x0501;

Code final int INVERT #

static final int INVERT = 0x150A;

Code final int KEEP #

static final int KEEP = 0x1E00;

Code final int LEQUAL #

static final int LEQUAL = 0x0203;

Code final int LESS #

static final int LESS = 0x0201;

Code final int LINEAR #

static final int LINEAR = 0x2601;

Code final int LINEAR_MIPMAP_LINEAR #

static final int LINEAR_MIPMAP_LINEAR = 0x2703;

Code final int LINEAR_MIPMAP_NEAREST #

static final int LINEAR_MIPMAP_NEAREST = 0x2701;

Code final int LINES #

static final int LINES = 0x0001;

Code final int LINE_LOOP #

static final int LINE_LOOP = 0x0002;

Code final int LINE_STRIP #

static final int LINE_STRIP = 0x0003;

Code final int LINE_WIDTH #

static final int LINE_WIDTH = 0x0B21;
static final int LINK_STATUS = 0x8B82;

Code final int LOW_FLOAT #

static final int LOW_FLOAT = 0x8DF0;

Code final int LOW_INT #

static final int LOW_INT = 0x8DF3;

Code final int LUMINANCE #

static final int LUMINANCE = 0x1909;

Code final int LUMINANCE_ALPHA #

static final int LUMINANCE_ALPHA = 0x190A;

Code final int MAX_COMBINED_TEXTURE_IMAGE_UNITS #

static final int MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;

Code final int MAX_CUBE_MAP_TEXTURE_SIZE #

static final int MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;

Code final int MAX_FRAGMENT_UNIFORM_VECTORS #

static final int MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;

Code final int MAX_RENDERBUFFER_SIZE #

static final int MAX_RENDERBUFFER_SIZE = 0x84E8;

Code final int MAX_TEXTURE_IMAGE_UNITS #

static final int MAX_TEXTURE_IMAGE_UNITS = 0x8872;

Code final int MAX_TEXTURE_SIZE #

static final int MAX_TEXTURE_SIZE = 0x0D33;

Code final int MAX_VARYING_VECTORS #

static final int MAX_VARYING_VECTORS = 0x8DFC;

Code final int MAX_VERTEX_ATTRIBS #

static final int MAX_VERTEX_ATTRIBS = 0x8869;

Code final int MAX_VERTEX_TEXTURE_IMAGE_UNITS #

static final int MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;

Code final int MAX_VERTEX_UNIFORM_VECTORS #

static final int MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;

Code final int MAX_VIEWPORT_DIMS #

static final int MAX_VIEWPORT_DIMS = 0x0D3A;

Code final int MEDIUM_FLOAT #

static final int MEDIUM_FLOAT = 0x8DF1;

Code final int MEDIUM_INT #

static final int MEDIUM_INT = 0x8DF4;

Code final int MIRRORED_REPEAT #

static final int MIRRORED_REPEAT = 0x8370;

Code final int NEAREST #

static final int NEAREST = 0x2600;

Code final int NEAREST_MIPMAP_LINEAR #

static final int NEAREST_MIPMAP_LINEAR = 0x2702;

Code final int NEAREST_MIPMAP_NEAREST #

static final int NEAREST_MIPMAP_NEAREST = 0x2700;

Code final int NEVER #

static final int NEVER = 0x0200;

Code final int NICEST #

static final int NICEST = 0x1102;

Code final int NONE #

static final int NONE = 0;

Code final int NOTEQUAL #

static final int NOTEQUAL = 0x0205;

Code final int NO_ERROR #

static final int NO_ERROR = 0;

Code final int ONE #

static final int ONE = 1;

Code final int ONE_MINUS_CONSTANT_ALPHA #

static final int ONE_MINUS_CONSTANT_ALPHA = 0x8004;

Code final int ONE_MINUS_CONSTANT_COLOR #

static final int ONE_MINUS_CONSTANT_COLOR = 0x8002;

Code final int ONE_MINUS_DST_ALPHA #

static final int ONE_MINUS_DST_ALPHA = 0x0305;

Code final int ONE_MINUS_DST_COLOR #

static final int ONE_MINUS_DST_COLOR = 0x0307;

Code final int ONE_MINUS_SRC_ALPHA #

static final int ONE_MINUS_SRC_ALPHA = 0x0303;

Code final int ONE_MINUS_SRC_COLOR #

static final int ONE_MINUS_SRC_COLOR = 0x0301;

Code final int OUT_OF_MEMORY #

static final int OUT_OF_MEMORY = 0x0505;

Code final int PACK_ALIGNMENT #

static final int PACK_ALIGNMENT = 0x0D05;

Code final int POINTS #

static final int POINTS = 0x0000;

Code final int POLYGON_OFFSET_FACTOR #

static final int POLYGON_OFFSET_FACTOR = 0x8038;

Code final int POLYGON_OFFSET_FILL #

static final int POLYGON_OFFSET_FILL = 0x8037;

Code final int POLYGON_OFFSET_UNITS #

static final int POLYGON_OFFSET_UNITS = 0x2A00;

Code final int RED_BITS #

static final int RED_BITS = 0x0D52;

Code final int RENDERBUFFER #

static final int RENDERBUFFER = 0x8D41;

Code final int RENDERBUFFER_ALPHA_SIZE #

static final int RENDERBUFFER_ALPHA_SIZE = 0x8D53;

Code final int RENDERBUFFER_BINDING #

static final int RENDERBUFFER_BINDING = 0x8CA7;

Code final int RENDERBUFFER_BLUE_SIZE #

static final int RENDERBUFFER_BLUE_SIZE = 0x8D52;

Code final int RENDERBUFFER_DEPTH_SIZE #

static final int RENDERBUFFER_DEPTH_SIZE = 0x8D54;

Code final int RENDERBUFFER_GREEN_SIZE #

static final int RENDERBUFFER_GREEN_SIZE = 0x8D51;

Code final int RENDERBUFFER_HEIGHT #

static final int RENDERBUFFER_HEIGHT = 0x8D43;

Code final int RENDERBUFFER_INTERNAL_FORMAT #

static final int RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;

Code final int RENDERBUFFER_RED_SIZE #

static final int RENDERBUFFER_RED_SIZE = 0x8D50;

Code final int RENDERBUFFER_STENCIL_SIZE #

static final int RENDERBUFFER_STENCIL_SIZE = 0x8D55;

Code final int RENDERBUFFER_WIDTH #

static final int RENDERBUFFER_WIDTH = 0x8D42;

Code final int RENDERER #

static final int RENDERER = 0x1F01;

Code final int REPEAT #

static final int REPEAT = 0x2901;

Code final int REPLACE #

static final int REPLACE = 0x1E01;

Code final int RGB #

static final int RGB = 0x1907;

Code final int RGB565 #

static final int RGB565 = 0x8D62;

Code final int RGB5_A1 #

static final int RGB5_A1 = 0x8057;

Code final int RGBA #

static final int RGBA = 0x1908;

Code final int RGBA4 #

static final int RGBA4 = 0x8056;

Code final int SAMPLER_2D #

static final int SAMPLER_2D = 0x8B5E;

Code final int SAMPLER_CUBE #

static final int SAMPLER_CUBE = 0x8B60;

Code final int SAMPLES #

static final int SAMPLES = 0x80A9;

Code final int SAMPLE_ALPHA_TO_COVERAGE #

static final int SAMPLE_ALPHA_TO_COVERAGE = 0x809E;

Code final int SAMPLE_BUFFERS #

static final int SAMPLE_BUFFERS = 0x80A8;

Code final int SAMPLE_COVERAGE #

static final int SAMPLE_COVERAGE = 0x80A0;

Code final int SAMPLE_COVERAGE_INVERT #

static final int SAMPLE_COVERAGE_INVERT = 0x80AB;

Code final int SAMPLE_COVERAGE_VALUE #

static final int SAMPLE_COVERAGE_VALUE = 0x80AA;

Code final int SCISSOR_BOX #

static final int SCISSOR_BOX = 0x0C10;

Code final int SCISSOR_TEST #

static final int SCISSOR_TEST = 0x0C11;

Code final int SHADER_TYPE #

static final int SHADER_TYPE = 0x8B4F;

Code final int SHADING_LANGUAGE_VERSION #

static final int SHADING_LANGUAGE_VERSION = 0x8B8C;

Code final int SHORT #

static final int SHORT = 0x1402;

Code final int SRC_ALPHA #

static final int SRC_ALPHA = 0x0302;

Code final int SRC_ALPHA_SATURATE #

static final int SRC_ALPHA_SATURATE = 0x0308;

Code final int SRC_COLOR #

static final int SRC_COLOR = 0x0300;

Code final int STATIC_DRAW #

static final int STATIC_DRAW = 0x88E4;

Code final int STENCIL_ATTACHMENT #

static final int STENCIL_ATTACHMENT = 0x8D20;

Code final int STENCIL_BACK_FAIL #

static final int STENCIL_BACK_FAIL = 0x8801;

Code final int STENCIL_BACK_FUNC #

static final int STENCIL_BACK_FUNC = 0x8800;

Code final int STENCIL_BACK_PASS_DEPTH_FAIL #

static final int STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802;

Code final int STENCIL_BACK_PASS_DEPTH_PASS #

static final int STENCIL_BACK_PASS_DEPTH_PASS = 0x8803;

Code final int STENCIL_BACK_REF #

static final int STENCIL_BACK_REF = 0x8CA3;

Code final int STENCIL_BACK_VALUE_MASK #

static final int STENCIL_BACK_VALUE_MASK = 0x8CA4;

Code final int STENCIL_BACK_WRITEMASK #

static final int STENCIL_BACK_WRITEMASK = 0x8CA5;

Code final int STENCIL_BITS #

static final int STENCIL_BITS = 0x0D57;

Code final int STENCIL_BUFFER_BIT #

static final int STENCIL_BUFFER_BIT = 0x00000400;

Code final int STENCIL_CLEAR_VALUE #

static final int STENCIL_CLEAR_VALUE = 0x0B91;

Code final int STENCIL_FAIL #

static final int STENCIL_FAIL = 0x0B94;

Code final int STENCIL_FUNC #

static final int STENCIL_FUNC = 0x0B92;

Code final int STENCIL_INDEX #

static final int STENCIL_INDEX = 0x1901;

Code final int STENCIL_INDEX8 #

static final int STENCIL_INDEX8 = 0x8D48;

Code final int STENCIL_PASS_DEPTH_FAIL #

static final int STENCIL_PASS_DEPTH_FAIL = 0x0B95;

Code final int STENCIL_PASS_DEPTH_PASS #

static final int STENCIL_PASS_DEPTH_PASS = 0x0B96;

Code final int STENCIL_REF #

static final int STENCIL_REF = 0x0B97;

Code final int STENCIL_TEST #

static final int STENCIL_TEST = 0x0B90;

Code final int STENCIL_VALUE_MASK #

static final int STENCIL_VALUE_MASK = 0x0B93;

Code final int STENCIL_WRITEMASK #

static final int STENCIL_WRITEMASK = 0x0B98;

Code final int STREAM_DRAW #

static final int STREAM_DRAW = 0x88E0;

Code final int SUBPIXEL_BITS #

static final int SUBPIXEL_BITS = 0x0D50;

Code final int TEXTURE #

static final int TEXTURE = 0x1702;

Code final int TEXTURE0 #

static final int TEXTURE0 = 0x84C0;

Code final int TEXTURE1 #

static final int TEXTURE1 = 0x84C1;

Code final int TEXTURE10 #

static final int TEXTURE10 = 0x84CA;

Code final int TEXTURE11 #

static final int TEXTURE11 = 0x84CB;

Code final int TEXTURE12 #

static final int TEXTURE12 = 0x84CC;

Code final int TEXTURE13 #

static final int TEXTURE13 = 0x84CD;

Code final int TEXTURE14 #

static final int TEXTURE14 = 0x84CE;

Code final int TEXTURE15 #

static final int TEXTURE15 = 0x84CF;

Code final int TEXTURE16 #

static final int TEXTURE16 = 0x84D0;

Code final int TEXTURE17 #

static final int TEXTURE17 = 0x84D1;

Code final int TEXTURE18 #

static final int TEXTURE18 = 0x84D2;

Code final int TEXTURE19 #

static final int TEXTURE19 = 0x84D3;

Code final int TEXTURE2 #

static final int TEXTURE2 = 0x84C2;

Code final int TEXTURE20 #

static final int TEXTURE20 = 0x84D4;

Code final int TEXTURE21 #

static final int TEXTURE21 = 0x84D5;

Code final int TEXTURE22 #

static final int TEXTURE22 = 0x84D6;

Code final int TEXTURE23 #

static final int TEXTURE23 = 0x84D7;

Code final int TEXTURE24 #

static final int TEXTURE24 = 0x84D8;

Code final int TEXTURE25 #

static final int TEXTURE25 = 0x84D9;

Code final int TEXTURE26 #

static final int TEXTURE26 = 0x84DA;

Code final int TEXTURE27 #

static final int TEXTURE27 = 0x84DB;

Code final int TEXTURE28 #

static final int TEXTURE28 = 0x84DC;

Code final int TEXTURE29 #

static final int TEXTURE29 = 0x84DD;

Code final int TEXTURE3 #

static final int TEXTURE3 = 0x84C3;

Code final int TEXTURE30 #

static final int TEXTURE30 = 0x84DE;

Code final int TEXTURE31 #

static final int TEXTURE31 = 0x84DF;

Code final int TEXTURE4 #

static final int TEXTURE4 = 0x84C4;

Code final int TEXTURE5 #

static final int TEXTURE5 = 0x84C5;

Code final int TEXTURE6 #

static final int TEXTURE6 = 0x84C6;

Code final int TEXTURE7 #

static final int TEXTURE7 = 0x84C7;

Code final int TEXTURE8 #

static final int TEXTURE8 = 0x84C8;

Code final int TEXTURE9 #

static final int TEXTURE9 = 0x84C9;

Code final int TEXTURE_2D #

static final int TEXTURE_2D = 0x0DE1;

Code final int TEXTURE_BINDING_2D #

static final int TEXTURE_BINDING_2D = 0x8069;

Code final int TEXTURE_BINDING_CUBE_MAP #

static final int TEXTURE_BINDING_CUBE_MAP = 0x8514;

Code final int TEXTURE_CUBE_MAP #

static final int TEXTURE_CUBE_MAP = 0x8513;

Code final int TEXTURE_CUBE_MAP_NEGATIVE_X #

static final int TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;

Code final int TEXTURE_CUBE_MAP_NEGATIVE_Y #

static final int TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;

Code final int TEXTURE_CUBE_MAP_NEGATIVE_Z #

static final int TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A;

Code final int TEXTURE_CUBE_MAP_POSITIVE_X #

static final int TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;

Code final int TEXTURE_CUBE_MAP_POSITIVE_Y #

static final int TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;

Code final int TEXTURE_CUBE_MAP_POSITIVE_Z #

static final int TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;

Code final int TEXTURE_MAG_FILTER #

static final int TEXTURE_MAG_FILTER = 0x2800;

Code final int TEXTURE_MIN_FILTER #

static final int TEXTURE_MIN_FILTER = 0x2801;

Code final int TEXTURE_WRAP_S #

static final int TEXTURE_WRAP_S = 0x2802;

Code final int TEXTURE_WRAP_T #

static final int TEXTURE_WRAP_T = 0x2803;

Code final int TRIANGLES #

static final int TRIANGLES = 0x0004;

Code final int TRIANGLE_FAN #

static final int TRIANGLE_FAN = 0x0006;

Code final int TRIANGLE_STRIP #

static final int TRIANGLE_STRIP = 0x0005;

Code final int UNPACK_ALIGNMENT #

static final int UNPACK_ALIGNMENT = 0x0CF5;

Code final int UNPACK_COLORSPACE_CONVERSION_WEBGL #

static final int UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;

Code final int UNPACK_FLIP_Y_WEBGL #

static final int UNPACK_FLIP_Y_WEBGL = 0x9240;

Code final int UNPACK_PREMULTIPLY_ALPHA_WEBGL #

static final int UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;

Code final int UNSIGNED_BYTE #

static final int UNSIGNED_BYTE = 0x1401;

Code final int UNSIGNED_INT #

static final int UNSIGNED_INT = 0x1405;

Code final int UNSIGNED_SHORT #

static final int UNSIGNED_SHORT = 0x1403;

Code final int UNSIGNED_SHORT_4_4_4_4 #

static final int UNSIGNED_SHORT_4_4_4_4 = 0x8033;

Code final int UNSIGNED_SHORT_5_5_5_1 #

static final int UNSIGNED_SHORT_5_5_5_1 = 0x8034;

Code final int UNSIGNED_SHORT_5_6_5 #

static final int UNSIGNED_SHORT_5_6_5 = 0x8363;

Code final int VALIDATE_STATUS #

static final int VALIDATE_STATUS = 0x8B83;

Code final int VENDOR #

static final int VENDOR = 0x1F00;

Code final int VERSION #

static final int VERSION = 0x1F02;

Code final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING #

static final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;

Code final int VERTEX_ATTRIB_ARRAY_ENABLED #

static final int VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622;

Code final int VERTEX_ATTRIB_ARRAY_NORMALIZED #

static final int VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;

Code final int VERTEX_ATTRIB_ARRAY_POINTER #

static final int VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;

Code final int VERTEX_ATTRIB_ARRAY_SIZE #

static final int VERTEX_ATTRIB_ARRAY_SIZE = 0x8623;

Code final int VERTEX_ATTRIB_ARRAY_STRIDE #

static final int VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624;

Code final int VERTEX_ATTRIB_ARRAY_TYPE #

static final int VERTEX_ATTRIB_ARRAY_TYPE = 0x8625;

Code final int VERTEX_SHADER #

static final int VERTEX_SHADER = 0x8B31;

Code final int VIEWPORT #

static final int VIEWPORT = 0x0BA2;

Code final int ZERO #

static final int ZERO = 0;

Methods

Code void activeTexture(int texture) #

void activeTexture(int texture);

Code void attachShader(WebGLProgram program, WebGLShader shader) #

void attachShader(WebGLProgram program, WebGLShader shader);

Code void bindAttribLocation(WebGLProgram program, int index, String name) #

void bindAttribLocation(WebGLProgram program, int index, String name);

Code void bindBuffer(int target, WebGLBuffer buffer) #

void bindBuffer(int target, WebGLBuffer buffer);

Code void bindFramebuffer(int target, WebGLFramebuffer framebuffer) #

void bindFramebuffer(int target, WebGLFramebuffer framebuffer);

Code void bindRenderbuffer(int target, WebGLRenderbuffer renderbuffer) #

void bindRenderbuffer(int target, WebGLRenderbuffer renderbuffer);

Code void bindTexture(int target, WebGLTexture texture) #

void bindTexture(int target, WebGLTexture texture);

Code void blendColor(num red, num green, num blue, num alpha) #

void blendColor(num red, num green, num blue, num alpha);

Code void blendEquation(int mode) #

void blendEquation(int mode);

Code void blendEquationSeparate(int modeRGB, int modeAlpha) #

void blendEquationSeparate(int modeRGB, int modeAlpha);

Code void blendFunc(int sfactor, int dfactor) #

void blendFunc(int sfactor, int dfactor);

Code void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) #

void blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);

Code void bufferData(int target, data_OR_size, int usage) #

void bufferData(int target, data_OR_size, int usage);

Code void bufferSubData(int target, int offset, data) #

void bufferSubData(int target, int offset, data);

Code int checkFramebufferStatus(int target) #

int checkFramebufferStatus(int target);

Code void clear(int mask) #

void clear(int mask);

Code void clearColor(num red, num green, num blue, num alpha) #

void clearColor(num red, num green, num blue, num alpha);

Code void clearDepth(num depth) #

void clearDepth(num depth);

Code void clearStencil(int s) #

void clearStencil(int s);

Code void colorMask(bool red, bool green, bool blue, bool alpha) #

void colorMask(bool red, bool green, bool blue, bool alpha);

Code void compileShader(WebGLShader shader) #

void compileShader(WebGLShader shader);

Code void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ArrayBufferView data) #

void compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ArrayBufferView data);

Code void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ArrayBufferView data) #

void compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ArrayBufferView data);

Code void copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) #

void copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border);

Code void copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) #

void copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height);

Code WebGLBuffer createBuffer() #

WebGLBuffer createBuffer();

Code WebGLFramebuffer createFramebuffer() #

WebGLFramebuffer createFramebuffer();

Code WebGLProgram createProgram() #

WebGLProgram createProgram();

Code WebGLRenderbuffer createRenderbuffer() #

WebGLRenderbuffer createRenderbuffer();

Code WebGLShader createShader(int type) #

WebGLShader createShader(int type);

Code WebGLTexture createTexture() #

WebGLTexture createTexture();

Code void cullFace(int mode) #

void cullFace(int mode);

Code void deleteBuffer(WebGLBuffer buffer) #

void deleteBuffer(WebGLBuffer buffer);

Code void deleteFramebuffer(WebGLFramebuffer framebuffer) #

void deleteFramebuffer(WebGLFramebuffer framebuffer);

Code void deleteProgram(WebGLProgram program) #

void deleteProgram(WebGLProgram program);

Code void deleteRenderbuffer(WebGLRenderbuffer renderbuffer) #

void deleteRenderbuffer(WebGLRenderbuffer renderbuffer);

Code void deleteShader(WebGLShader shader) #

void deleteShader(WebGLShader shader);

Code void deleteTexture(WebGLTexture texture) #

void deleteTexture(WebGLTexture texture);

Code void depthFunc(int func) #

void depthFunc(int func);

Code void depthMask(bool flag) #

void depthMask(bool flag);

Code void depthRange(num zNear, num zFar) #

void depthRange(num zNear, num zFar);

Code void detachShader(WebGLProgram program, WebGLShader shader) #

void detachShader(WebGLProgram program, WebGLShader shader);

Code void disable(int cap) #

void disable(int cap);

Code void disableVertexAttribArray(int index) #

void disableVertexAttribArray(int index);

Code void drawArrays(int mode, int first, int count) #

void drawArrays(int mode, int first, int count);

Code void drawElements(int mode, int count, int type, int offset) #

void drawElements(int mode, int count, int type, int offset);

Code void enable(int cap) #

void enable(int cap);

Code void enableVertexAttribArray(int index) #

void enableVertexAttribArray(int index);

Code void finish() #

void finish();

Code void flush() #

void flush();

Code void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, WebGLRenderbuffer renderbuffer) #

void framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, WebGLRenderbuffer renderbuffer);

Code void framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture texture, int level) #

void framebufferTexture2D(int target, int attachment, int textarget, WebGLTexture texture, int level);

Code void frontFace(int mode) #

void frontFace(int mode);

Code void generateMipmap(int target) #

void generateMipmap(int target);

Code WebGLActiveInfo getActiveAttrib(WebGLProgram program, int index) #

WebGLActiveInfo getActiveAttrib(WebGLProgram program, int index);

Code WebGLActiveInfo getActiveUniform(WebGLProgram program, int index) #

WebGLActiveInfo getActiveUniform(WebGLProgram program, int index);

Code List<Object> getAttachedShaders(WebGLProgram program) #

List<Object> getAttachedShaders(WebGLProgram program);

Code int getAttribLocation(WebGLProgram program, String name) #

int getAttribLocation(WebGLProgram program, String name);

Code Object getBufferParameter(int target, int pname) #

Object getBufferParameter(int target, int pname);

Code WebGLContextAttributes getContextAttributes() #

WebGLContextAttributes getContextAttributes();

Code int getError() #

int getError();

Code Object getExtension(String name) #

Object getExtension(String name);

Code Object getFramebufferAttachmentParameter(int target, int attachment, int pname) #

Object getFramebufferAttachmentParameter(int target, int attachment, int pname);

Code Object getParameter(int pname) #

Object getParameter(int pname);

Code String getProgramInfoLog(WebGLProgram program) #

String getProgramInfoLog(WebGLProgram program);

Code Object getProgramParameter(WebGLProgram program, int pname) #

Object getProgramParameter(WebGLProgram program, int pname);

Code Object getRenderbufferParameter(int target, int pname) #

Object getRenderbufferParameter(int target, int pname);

Code String getShaderInfoLog(WebGLShader shader) #

String getShaderInfoLog(WebGLShader shader);

Code Object getShaderParameter(WebGLShader shader, int pname) #

Object getShaderParameter(WebGLShader shader, int pname);

Code WebGLShaderPrecisionFormat getShaderPrecisionFormat(int shadertype, int precisiontype) #

WebGLShaderPrecisionFormat getShaderPrecisionFormat(int shadertype, int precisiontype);

Code String getShaderSource(WebGLShader shader) #

String getShaderSource(WebGLShader shader);

Code List<String> getSupportedExtensions() #

List<String> getSupportedExtensions();

Code Object getTexParameter(int target, int pname) #

Object getTexParameter(int target, int pname);

Code Object getUniform(WebGLProgram program, WebGLUniformLocation location) #

Object getUniform(WebGLProgram program, WebGLUniformLocation location);

Code WebGLUniformLocation getUniformLocation(WebGLProgram program, String name) #

WebGLUniformLocation getUniformLocation(WebGLProgram program, String name);

Code Object getVertexAttrib(int index, int pname) #

Object getVertexAttrib(int index, int pname);

Code int getVertexAttribOffset(int index, int pname) #

int getVertexAttribOffset(int index, int pname);

Code void hint(int target, int mode) #

void hint(int target, int mode);

Code bool isBuffer(WebGLBuffer buffer) #

bool isBuffer(WebGLBuffer buffer);

Code bool isContextLost() #

bool isContextLost();

Code bool isEnabled(int cap) #

bool isEnabled(int cap);

Code bool isFramebuffer(WebGLFramebuffer framebuffer) #

bool isFramebuffer(WebGLFramebuffer framebuffer);

Code bool isProgram(WebGLProgram program) #

bool isProgram(WebGLProgram program);

Code bool isRenderbuffer(WebGLRenderbuffer renderbuffer) #

bool isRenderbuffer(WebGLRenderbuffer renderbuffer);

Code bool isShader(WebGLShader shader) #

bool isShader(WebGLShader shader);

Code bool isTexture(WebGLTexture texture) #

bool isTexture(WebGLTexture texture);

Code void lineWidth(num width) #

void lineWidth(num width);

Code void linkProgram(WebGLProgram program) #

void linkProgram(WebGLProgram program);

Code void pixelStorei(int pname, int param) #

void pixelStorei(int pname, int param);

Code void polygonOffset(num factor, num units) #

void polygonOffset(num factor, num units);

Code void readPixels(int x, int y, int width, int height, int format, int type, ArrayBufferView pixels) #

void readPixels(int x, int y, int width, int height, int format, int type, ArrayBufferView pixels);

Code void releaseShaderCompiler() #

void releaseShaderCompiler();

Code void renderbufferStorage(int target, int internalformat, int width, int height) #

void renderbufferStorage(int target, int internalformat, int width, int height);

Code void sampleCoverage(num value, bool invert) #

void sampleCoverage(num value, bool invert);

Code void scissor(int x, int y, int width, int height) #

void scissor(int x, int y, int width, int height);

Code void shaderSource(WebGLShader shader, String string) #

void shaderSource(WebGLShader shader, String string);

Code void stencilFunc(int func, int ref, int mask) #

void stencilFunc(int func, int ref, int mask);

Code void stencilFuncSeparate(int face, int func, int ref, int mask) #

void stencilFuncSeparate(int face, int func, int ref, int mask);

Code void stencilMask(int mask) #

void stencilMask(int mask);

Code void stencilMaskSeparate(int face, int mask) #

void stencilMaskSeparate(int face, int mask);

Code void stencilOp(int fail, int zfail, int zpass) #

void stencilOp(int fail, int zfail, int zpass);

Code void stencilOpSeparate(int face, int fail, int zfail, int zpass) #

void stencilOpSeparate(int face, int fail, int zfail, int zpass);

Code void texImage2D(int target, int level, int internalformat, int format_OR_width, int height_OR_type, border_OR_canvas_OR_image_OR_pixels_OR_video, [int format, int type, ArrayBufferView pixels]) #

void texImage2D(int target, int level, int internalformat, int format_OR_width, int height_OR_type, border_OR_canvas_OR_image_OR_pixels_OR_video, [int format, int type, ArrayBufferView pixels]);

Code void texParameterf(int target, int pname, num param) #

void texParameterf(int target, int pname, num param);

Code void texParameteri(int target, int pname, int param) #

void texParameteri(int target, int pname, int param);

Code void texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, canvas_OR_format_OR_image_OR_pixels_OR_video, [int type, ArrayBufferView pixels]) #

void texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, canvas_OR_format_OR_image_OR_pixels_OR_video, [int type, ArrayBufferView pixels]);

Code void uniform1f(WebGLUniformLocation location, num x) #

void uniform1f(WebGLUniformLocation location, num x);

Code void uniform1fv(WebGLUniformLocation location, Float32Array v) #

void uniform1fv(WebGLUniformLocation location, Float32Array v);

Code void uniform1i(WebGLUniformLocation location, int x) #

void uniform1i(WebGLUniformLocation location, int x);

Code void uniform1iv(WebGLUniformLocation location, Int32Array v) #

void uniform1iv(WebGLUniformLocation location, Int32Array v);

Code void uniform2f(WebGLUniformLocation location, num x, num y) #

void uniform2f(WebGLUniformLocation location, num x, num y);

Code void uniform2fv(WebGLUniformLocation location, Float32Array v) #

void uniform2fv(WebGLUniformLocation location, Float32Array v);

Code void uniform2i(WebGLUniformLocation location, int x, int y) #

void uniform2i(WebGLUniformLocation location, int x, int y);

Code void uniform2iv(WebGLUniformLocation location, Int32Array v) #

void uniform2iv(WebGLUniformLocation location, Int32Array v);

Code void uniform3f(WebGLUniformLocation location, num x, num y, num z) #

void uniform3f(WebGLUniformLocation location, num x, num y, num z);

Code void uniform3fv(WebGLUniformLocation location, Float32Array v) #

void uniform3fv(WebGLUniformLocation location, Float32Array v);

Code void uniform3i(WebGLUniformLocation location, int x, int y, int z) #

void uniform3i(WebGLUniformLocation location, int x, int y, int z);

Code void uniform3iv(WebGLUniformLocation location, Int32Array v) #

void uniform3iv(WebGLUniformLocation location, Int32Array v);

Code void uniform4f(WebGLUniformLocation location, num x, num y, num z, num w) #

void uniform4f(WebGLUniformLocation location, num x, num y, num z, num w);

Code void uniform4fv(WebGLUniformLocation location, Float32Array v) #

void uniform4fv(WebGLUniformLocation location, Float32Array v);

Code void uniform4i(WebGLUniformLocation location, int x, int y, int z, int w) #

void uniform4i(WebGLUniformLocation location, int x, int y, int z, int w);

Code void uniform4iv(WebGLUniformLocation location, Int32Array v) #

void uniform4iv(WebGLUniformLocation location, Int32Array v);

Code void uniformMatrix2fv(WebGLUniformLocation location, bool transpose, Float32Array array) #

void uniformMatrix2fv(WebGLUniformLocation location, bool transpose, Float32Array array);

Code void uniformMatrix3fv(WebGLUniformLocation location, bool transpose, Float32Array array) #

void uniformMatrix3fv(WebGLUniformLocation location, bool transpose, Float32Array array);

Code void uniformMatrix4fv(WebGLUniformLocation location, bool transpose, Float32Array array) #

void uniformMatrix4fv(WebGLUniformLocation location, bool transpose, Float32Array array);

Code void useProgram(WebGLProgram program) #

void useProgram(WebGLProgram program);

Code void validateProgram(WebGLProgram program) #

void validateProgram(WebGLProgram program);

Code void vertexAttrib1f(int indx, num x) #

void vertexAttrib1f(int indx, num x);

Code void vertexAttrib1fv(int indx, Float32Array values) #

void vertexAttrib1fv(int indx, Float32Array values);

Code void vertexAttrib2f(int indx, num x, num y) #

void vertexAttrib2f(int indx, num x, num y);

Code void vertexAttrib2fv(int indx, Float32Array values) #

void vertexAttrib2fv(int indx, Float32Array values);

Code void vertexAttrib3f(int indx, num x, num y, num z) #

void vertexAttrib3f(int indx, num x, num y, num z);

Code void vertexAttrib3fv(int indx, Float32Array values) #

void vertexAttrib3fv(int indx, Float32Array values);

Code void vertexAttrib4f(int indx, num x, num y, num z, num w) #

void vertexAttrib4f(int indx, num x, num y, num z, num w);

Code void vertexAttrib4fv(int indx, Float32Array values) #

void vertexAttrib4fv(int indx, Float32Array values);

Code void vertexAttribPointer(int indx, int size, int type, bool normalized, int stride, int offset) #

void vertexAttribPointer(int indx, int size, int type, bool normalized, int stride, int offset);

Code void viewport(int x, int y, int width, int height) #

void viewport(int x, int y, int width, int height);

Fields

Code final int drawingBufferHeight #

final int drawingBufferHeight;

Code final int drawingBufferWidth #

final int drawingBufferWidth;