- 注解
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- @Native("WebGL2RenderingContext")
方法
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activeTexture(int texture) → void
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attachShader(Program program, Shader shader) → void
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beginQuery(int target, Query query) → void
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beginTransformFeedback(int primitiveMode) → 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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bindBufferBase(int target, int index, Buffer? buffer) → void
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bindBufferRange(int target, int index, Buffer? buffer, int offset, int size) → 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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bindSampler(int unit, Sampler? sampler) → void
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bindTexture(int target, Texture? texture) → void
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bindTransformFeedback(int target, TransformFeedback? feedback) → void
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bindVertexArray(VertexArrayObject? vertexArray) → 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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blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
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bufferData(int target, dynamic data_OR_size, int usage) → void
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bufferData2(int target, TypedData srcData, int usage, int srcOffset, [int? length]) → void
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bufferSubData(int target, int offset, dynamic data) → void
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bufferSubData2(int target, int dstByteOffset, TypedData srcData, int srcOffset, [int? length]) → void
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checkFramebufferStatus(int target) → int
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clear(int mask) → void
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clearBufferfi(int buffer, int drawbuffer, num depth, int stencil) → void
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clearBufferfv(int buffer, int drawbuffer, dynamic value, [int? srcOffset]) → void
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clearBufferiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset]) → void
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clearBufferuiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset]) → 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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clientWaitSync(Sync sync, int flags, int timeout) → int
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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) → void
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compressedTexImage2D2(int target, int level, int internalformat, int width, int height, int border, TypedData data, int srcOffset, [int? srcLengthOverride]) → 空值
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compressedTexImage2D3(int target, int level, int internalformat, int width, int height, int border, int imageSize, int offset) → 空值
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compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, TypedData data, [int? srcOffset, int? srcLengthOverride]) → 空值
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compressedTexImage3D2(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, int offset) → void
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compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data) → void
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compressedTexSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data, int srcOffset, [int? srcLengthOverride]) → void
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compressedTexSubImage2D3(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, int offset) → void
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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
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compressedTexSubImage3D2(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, int offset) → 无
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copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size) → 无
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copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → 无
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copyTexSubImage2D(整数 target, 整数 level, 整数 xoffset, 整数 yoffset, 整数 x, 整数 y, 整数 width, 整数 height) → void
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copyTexSubImage3D(整数 target, 整数 level, 整数 xoffset, 整数 yoffset, 整数 zoffset, 整数 x, 整数 y, 整数 width, 整数 height) → void
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createBuffer() → Buffer
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createFramebuffer() → Framebuffer
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createProgram() → Program
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createQuery() → Query?
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createRenderbuffer() → Renderbuffer
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createSampler() → Sampler?
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createShader(整数 type) → Shader
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createTexture() → Texture
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createTransformFeedback() → TransformFeedback?
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createVertexArray() → VertexArrayObject?
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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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deleteQuery(Query? query) → void
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deleteRenderbuffer(Renderbuffer? renderbuffer) → void
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deleteSampler(Sampler? sampler) → void
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deleteShader(Shader? shader) → void
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deleteSync(Sync? sync) → void
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deleteTexture(Texture? texture) → void
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deleteTransformFeedback(TransformFeedback? feedback) → void
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deleteVertexArray(VertexArrayObject? vertexArray) → 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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drawArraysInstanced(int mode, int first, int count, int instanceCount) → void
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drawBuffers(List<int> buffers) → void
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drawElements(int mode, int count, int type, int offset) → void
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drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount) → void
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drawRangeElements(int mode, int start, int end, 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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endQuery(int target) → void
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endTransformFeedback() → void
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fenceSync(int condition, int flags) → Sync?
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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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framebufferTextureLayer(int target, int attachment, Texture? texture, int level, int layer) → 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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getActiveUniformBlockName(Program program, int uniformBlockIndex) → String?
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getActiveUniformBlockParameter(Program program, int uniformBlockIndex, int pname) → Object?
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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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getBufferSubData(int target, int srcByteOffset, TypedData dstData, [int? dstOffset, int? length]) → void
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getContextAttributes() → Map?
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getError() → int
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getExtension(String name) → Object?
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getFragDataLocation(Program program, String name) → int
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getFramebufferAttachmentParameter(int target, int attachment, int pname) → Object?
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getIndexedParameter(int target, int index) → Object?
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getInternalformatParameter(int target, int internalformat, int pname) → Object?
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getParameter(int pname) → Object?
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getProgramInfoLog(Program program) → String?
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getProgramParameter(int program, int pname) → Object?
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getQuery(int target, int pname) → Object?
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getQueryParameter(Query query, int pname) → Object?
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getRenderbufferParameter(int target, int pname) → Object?
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getSamplerParameter(Sampler sampler, 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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getSyncParameter(Sync sync, int pname) → Object?
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getTexParameter(int target, int pname) → Object?
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getTransformFeedbackVarying(Program program, int index) → ActiveInfo?
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getUniform(Program program, UniformLocation location) → Object?
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getUniformBlockIndex(Program program, String uniformBlockName) → int
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getUniformIndices(Program program, List<String> uniformNames) → List<int>?
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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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invalidateFramebuffer(int target, List<int> attachments) → void
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invalidateSubFramebuffer(int target, List<int> attachments, int x, int y, int width, int height) → 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(int framebuffer) → bool
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isProgram(Program? program) → bool
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isQuery(Query? query) → bool
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isRenderbuffer(Renderbuffer? renderbuffer) → bool
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isSampler(Sampler? sampler) → bool
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isShader(Shader? shader) → bool
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isSync(Sync? sync) → bool
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isTexture(Texture? texture) → bool
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isTransformFeedback(TransformFeedback? feedback) → bool
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isVertexArray(VertexArrayObject? vertexArray) → 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
- 调用不存在的属性或方法时会发生。
继承
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pauseTransformFeedback() → void
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pixelStorei(int pname, int param) → void
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polygonOffset(num factor, num units) → void
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readBuffer(int mode) → void
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readPixels(int x, int y, int width, int height, int format, TypedData type, TypedData pixels) → void
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readPixels2(int x, int y, int width, int height, int format, int type, dynamic destData_OR_offset, [int? offset]) → void
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renderbufferStorage(int target, int internalFormat, int width, int height) → void
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renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height) → void
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resumeTransformFeedback() → void
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sampleCoverage(num value, bool invert) → void
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samplerParameterf(Sampler sampler, int pname, num param) → void
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samplerParameteri(Sampler sampler, int pname, int param) → 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(
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stencilMask(
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stencilMaskSeparate(
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stencilOp(
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stencilOpSeparate(
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texImage2D(
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texImage2D2(整数 target, 整数 level, 整数 internalformat, 整数 width, 整数 height, 整数 border, 整数 format, 整数 type, 动态 bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [整数? srcOffset]) → 无
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texImage3D(整数 target, 整数 level, 整数 internalformat, 整数 width, 整数 height, 整数 depth, 整数 border, 整数 format, 整数 type, 动态 bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [整数? srcOffset]) → 无
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texParameterf(整数 target, 整数 pname, 数字 param) → 无
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texParameteri(整数 target, 整数 pname, 整数 param) → 无
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texStorage2D(int target, int levels, int internalformat, int width, int height) → void
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texStorage3D(int target, int levels, int internalformat, int width, int height, int depth) → 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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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
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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
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toString() → String
- 此对象的一串字符串表示形式。
继承
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transformFeedbackVaryings(Program program, List<String> varyings, int bufferMode) → void
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uniform1f(UniformLocation? location, num x) → void
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uniform1fv(UniformLocation? location, dynamic v) → void
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uniform1fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → 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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uniform1iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → void
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(UniformLocation? location, int v0) → void
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uniform1uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength]) → void
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(UniformLocation? location, num x, num y) → void
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uniform2fv(UniformLocation? location, dynamic v) → void
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(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → 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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uniform2iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → void
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uniform2ui(UniformLocation? location, int v0, int v1) → void
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uniform2uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength]) → 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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uniform3fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → 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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uniform3iv2( Univarsite还是 UniformLocation 类?? location, dynamic v, int srcOffset, [int? srcLength]) → void
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uniform3ui(UniformLocation? location, int v0, int v1, int v2) → void
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uniform3uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength]) → 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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uniform4fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → 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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uniform4iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → void
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uniform4ui(UniformLocation? location, int v0, int v1, int v2, int v3) → void
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uniform4uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength]) → void
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uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding) → void
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uniformMatrix2fv(UniformLocation? location, bool transpose, dynamic array) → void
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uniformMatrix2fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength]) → void
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uniformMatrix2x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → void
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uniformMatrix2x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → void
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uniformMatrix3fv(UniformLocation? location, bool transpose, dynamic array) → void
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uniformMatrix3fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength]) → void
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uniformMatrix3x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → void
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uniformMatrix3x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → void
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uniformMatrix4fv(UniformLocation? location, bool transpose, dynamic array) → void
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uniformMatrix4fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength]) → void
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uniformMatrix4x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → void
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uniformMatrix4x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength]) → 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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vertexAttribDivisor( int index, int divisor ) → void
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vertexAttribI4i( int index, int x, int y, int z, int w ) → void
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vertexAttribI4iv(int index, dynamic v) → void
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vertexAttribI4ui(int index, int x, int y, int z, int w) → void
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vertexAttribI4uiv(int index, dynamic v) → void
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vertexAttribIPointer(int index, int size, int type, int stride, int offset) → 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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waitSync(Sync sync, int flags, int timeout) → void
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