- 实现类型
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- 注解
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- @SupportedBrowser(SupportedBrowser.CHROME)
- @SupportedBrowser(SupportedBrowser.FIREFOX)
- @Unstable()
- @Native("WebGLRenderingContext")
方法
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activeTexture(int texture) → void
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attachShader(Program program, Shader shader) → void
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bindAttribLocation(Program program, int index, String name) → void
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bindBuffer(int target, Buffer? buffer) → void
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bindFramebuffer(int target, Framebuffer? framebuffer) → void
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bindRenderbuffer(int target, Renderbuffer? renderbuffer) → void
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bindTexture(int target, Texture? texture) → void
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blendColor(num red, num green, num blue, num alpha) → void
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blendEquation(int mode) → void
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blendEquationSeparate(int modeRGB, int modeAlpha) → void
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blendFunc(int sfactor, int dfactor) → void
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blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
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bufferData(int target, dynamic data_OR_size, int usage) → void
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bufferDataTyped(int target, TypedData data, int usage) → void
- 将bufferData设置为
data
。
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bufferSubData(int target, int offset, dynamic data) → void
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bufferSubDataTyped(int target, int offset, TypedData data) → void
- 将bufferSubData设置为
data
。
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checkFramebufferStatus(int target) → int
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clear(int mask) → void
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clearColor(num red, num green, num blue, num alpha) → void
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clearDepth(num depth) → void
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clearStencil(int s) → void
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colorMask(bool red, bool green, bool blue, bool alpha) → void
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commit() → Future
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compileShader(Shader shader) → void
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compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, TypedData data
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compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data
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copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border
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copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
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createBuffer() → Buffer
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createFramebuffer() → Framebuffer
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createProgram() → Program
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createRenderbuffer() → Renderbuffer
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createShader(int type) → Shader
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createTexture() → Texture
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cullFace(int mode) → void
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deleteBuffer(Buffer? buffer) → void
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deleteFramebuffer(Framebuffer? framebuffer) → void
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deleteProgram(Program? program) → void
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deleteRenderbuffer(Renderbuffer? renderbuffer) → void
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deleteShader(Shader? shader) → void
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deleteTexture(Texture? texture) → void
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depthFunc(int func) → void
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depthMask(bool flag) → void
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depthRange(num zNear, num zFar) → void
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detachShader(Program program, Shader shader) → void
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disable(int cap) → void
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disableVertexAttribArray(int index) → void
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drawArrays(int mode, int first, int count) → void
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drawElements(int mode, int count, int type, int offset) → void
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enable(int cap) → void
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enableVertexAttribArray(int index) → void
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finish() → void
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flush() → void
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framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer? renderbuffer) → void
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framebufferTexture2D(int target, int attachment, int textarget, Texture? texture, int level) → void
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frontFace(int mode) → void
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generateMipmap(int target) → void
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getActiveAttrib(Program program, int index) → ActiveInfo
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getActiveUniform(Program program, int index) → ActiveInfo
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getAttachedShaders(Program program) → List<Shader>?
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getAttribLocation(Program program, String name) → int
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getBufferParameter(int target, int pname) → Object?
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getContextAttributes() → Map?
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getError() → int
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getExtension(String name) → Object?
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getFramebufferAttachmentParameter(int target, int attachment, int pname) → Object?
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getParameter(int pname) → Object?
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getProgramInfoLog(Program program) → String?
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getProgramParameter(Program program, int pname) → Object?
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getRenderbufferParameter(int target, int pname) → Object?
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getShaderInfoLog(Shader shader) → String?
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getShaderParameter(Shader shader, int pname) → Object?
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getShaderPrecisionFormat(int shadertype, int precisiontype) → ShaderPrecisionFormat
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getShaderSource(Shader shader) → String?
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getSupportedExtensions() → List<String>?
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getTexParameter(int target, int pname) → Object?
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getUniform(Program program, UniformLocation location) → Object?
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getUniformLocation(Program program, String name) → UniformLocation
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getVertexAttrib(int index, int pname) → Object?
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getVertexAttribOffset(int index, int pname) → int
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hint(int target, int mode) → void
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isBuffer(Buffer? buffer) → bool
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isContextLost() → bool
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isEnabled(int cap) → bool
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isFramebuffer(Framebuffer? framebuffer) → bool
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isProgram(Program? program) → bool
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isRenderbuffer(Renderbuffer? renderbuffer) → bool
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isShader(Shader? shader) → bool
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isTexture(Texture? texture) → bool
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lineWidth(num width) → void
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linkProgram(Program program) → void
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noSuchMethod(Invocation invocation) → dynamic
- 调用不存在的方法或属性时被触发。
继承
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pixelStorei(int pname, int param) → void
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polygonOffset(num factor, num units) → void
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readPixels(int x, int y, int width, int height, int format, int type, TypedData? pixels) → void
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renderbufferStorage(int target, int internalformat, int width, int height) → void
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sampleCoverage(num value, bool invert) → void
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scissor(int x, int y, int width, int height) → void
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shaderSource(Shader shader, String string) → void
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stencilFunc(int func, int ref, int mask) → void
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stencilFuncSeparate(int face, int func, int ref, int mask) → void
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stencilMask(int mask) → void
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stencilMaskSeparate(int face, int mask) → void
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stencilOp(int fail, int zfail, int zpass) → void
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stencilOpSeparate(int face, int fail, int zfail, int zpass) → void
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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
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texImage2DTyped(int targetTexture, int levelOfDetail, int internalFormat, int width, int height, int border, int format, int type, TypedData data) → void
- 将当前绑定的纹理设置为代码
data
。
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texImage2DUntyped(int targetTexture, int levelOfDetail, int internalFormat, int format, int type, dynamic data) → void
- 将当前绑定的纹理设置为代码
data
。
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texParameterf(int target, int pname, num param) → void
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texParameteri(int target, int pname, int param) → void
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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
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texSubImage2DTyped(int targetTexture, int levelOfDetail, int xOffset, int yOffset, int width, int height, int border, int format, int type, TypedData data) → void
- 更新当前绑定的纹理的子矩形到
data
。
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texSubImage2DUntyped(int targetTexture, int levelOfDetail, int xOffset, int yOffset, int format, int type, dynamic data) → void
- 更新当前绑定的纹理的子矩形到
data
。
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toString() → String
- 这个对象的字符串表示。
继承
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uniform1f(UniformLocation? location, num x) → void
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uniform1fv(UniformLocation? location, dynamic v) → void
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uniform1i(UniformLocation? location, int x) → void
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uniform1iv(UniformLocation? location, dynamic v) → void
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uniform2f(UniformLocation? location, num x, num y) → void
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uniform2fv(UniformLocation? location, dynamic v) → void
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uniform2i(UniformLocation? location, int x, int y) → void
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uniform2iv(UniformLocation? location, dynamic v) → void
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uniform3f(UniformLocation? location, num x, num y, num z) → void
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uniform3fv(UniformLocation? location, dynamic v) → void
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uniform3i(UniformLocation? location, int x, int y, int z) → void
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uniform3iv(UniformLocation? location, dynamic v) → void
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uniform4f(UniformLocation? location, num x, num y, num z, num w) → void
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uniform4fv(UniformLocation? location, dynamic v) → void
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uniform4i(UniformLocation? location, int x, int y, int z, int w) → void
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uniform4iv(UniformLocation? location, dynamic v) → void
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uniformMatrix2fv(UniformLocation? location, bool transpose, dynamic array) → void
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uniformMatrix3fv(UniformLocation? location, bool transpose, dynamic array) → void
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uniformMatrix4fv(UniformLocation? location, bool transpose, dynamic array) → void
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useProgram(Program? program) → void
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validateProgram(Program program) → void
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vertexAttrib1f(int indx, num x) → void
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vertexAttrib1fv(int indx, dynamic values) → void
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vertexAttrib2f(int indx, num x, num y) → void
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vertexAttrib2fv(int indx, dynamic values) → void
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vertexAttrib3f(int indx, num x, num y, num z) → void
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vertexAttrib3fv(int indx, dynamic values) → void
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vertexAttrib4f(int indx, num x, num y, num z, num w) → void
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vertexAttrib4fv(int indx, dynamic values) → void
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vertexAttribPointer(int indx, int size, int type, bool normalized, int stride, int offset) → void
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viewport(int x, int y, int width, int height) → void
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