WebGLRenderingContext Interface
Extends
Static Fields
Code final int ELEMENT_ARRAY_BUFFER_BINDING #
static final int ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;
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_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 INVALID_FRAMEBUFFER_OPERATION #
static final int INVALID_FRAMEBUFFER_OPERATION = 0x0506;
Code final int MAX_COMBINED_TEXTURE_IMAGE_UNITS #
static final int MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;
Code final int MAX_FRAGMENT_UNIFORM_VECTORS #
static final int MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
Code final int MAX_VERTEX_TEXTURE_IMAGE_UNITS #
static final int MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;
Code final int RENDERBUFFER_INTERNAL_FORMAT #
static final int RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;
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 UNPACK_COLORSPACE_CONVERSION_WEBGL #
static final int UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
Code final int UNPACK_PREMULTIPLY_ALPHA_WEBGL #
static final int UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
Code final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING #
static final int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;
Code final int VERTEX_ATTRIB_ARRAY_NORMALIZED #
static final int VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;
Methods
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 blendEquationSeparate(int modeRGB, int modeAlpha) #
void blendEquationSeparate(int modeRGB, int modeAlpha);
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 void clearColor(num red, num green, num blue, num alpha) #
void clearColor(num red, num green, num blue, num alpha);
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 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 detachShader(WebGLProgram program, WebGLShader shader) #
void detachShader(WebGLProgram program, WebGLShader shader);
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 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 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 Object getFramebufferAttachmentParameter(int target, int attachment, int pname) #
Object getFramebufferAttachmentParameter(int target, int attachment, 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 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 int getVertexAttribOffset(int index, int pname) #
int getVertexAttribOffset(int index, int pname);
Code bool isBuffer(WebGLBuffer buffer) #
bool isBuffer(WebGLBuffer buffer);
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 linkProgram(WebGLProgram program) #
void linkProgram(WebGLProgram program);
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 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 stencilFuncSeparate(int face, int func, int ref, int mask) #
void stencilFuncSeparate(int face, int func, int ref, 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 vertexAttrib1fv(int indx, Float32Array values) #
void vertexAttrib1fv(int indx, Float32Array values);
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);