RenderingContext2 class - dart:web_gl library (original) (raw)

Annotations

Properties

canvasCanvas?

no setter

drawingBufferHeightint?

no setter

drawingBufferWidthint?

no setter

hashCodeint

The hash code for this object.

no setterinherited

runtimeTypeType

A representation of the runtime type of the object.

no setterinherited

Methods

activeTexture(int texture)→ void

attachShader(Program program, Shader shader)→ void

beginQuery(int target, Query query)→ void

beginTransformFeedback(int primitiveMode)→ void

bindAttribLocation(Program program, int index, String name)→ void

bindBuffer(int target, Buffer? buffer)→ void

bindBufferBase(int target, int index, Buffer? buffer)→ void

bindBufferRange(int target, int index, Buffer? buffer, int offset, int size)→ void

bindFramebuffer(int target, Framebuffer? framebuffer)→ void

bindRenderbuffer(int target, Renderbuffer? renderbuffer)→ void

bindSampler(int unit, Sampler? sampler)→ void

bindTexture(int target, Texture? texture)→ void

bindTransformFeedback(int target, TransformFeedback? feedback)→ void

bindVertexArray(VertexArrayObject? vertexArray)→ void

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

blendEquation(int mode)→ void

blendEquationSeparate(int modeRGB, int modeAlpha)→ void

blendFunc(int sfactor, int dfactor)→ void

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

blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)→ void

bufferData(int target, dynamic data_OR_size, int usage)→ void

bufferData2(int target, TypedData srcData, int usage, int srcOffset, [int? length])→ void

bufferSubData(int target, int offset, dynamic data)→ void

bufferSubData2(int target, int dstByteOffset, TypedData srcData, int srcOffset, [int? length])→ void

checkFramebufferStatus(int target)→ int

clear(int mask)→ void

clearBufferfi(int buffer, int drawbuffer, num depth, int stencil)→ void

clearBufferfv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])→ void

clearBufferiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])→ void

clearBufferuiv(int buffer, int drawbuffer, dynamic value, [int? srcOffset])→ void

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

clearDepth(num depth)→ void

clearStencil(int s)→ void

clientWaitSync(Sync sync, int flags, int timeout)→ int

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

commit()→ Future

compileShader(Shader shader)→ void

compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, TypedData data)→ void

compressedTexImage2D2(int target, int level, int internalformat, int width, int height, int border, TypedData data, int srcOffset, [int? srcLengthOverride])→ void

compressedTexImage2D3(int target, int level, int internalformat, int width, int height, int border, int imageSize, int offset)→ void

compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, TypedData data, [int? srcOffset, int? srcLengthOverride])→ void

compressedTexImage3D2(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, int offset)→ void

compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data)→ void

compressedTexSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data, int srcOffset, [int? srcLengthOverride])→ void

compressedTexSubImage2D3(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, int offset)→ void

compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, TypedData data, [int? srcOffset, int? srcLengthOverride])→ void

compressedTexSubImage3D2(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, int offset)→ void

copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size)→ void

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

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

copyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height)→ void

createBuffer()→ Buffer

createFramebuffer()→ Framebuffer

createProgram()→ Program

createQuery()→ Query?

createRenderbuffer()→ Renderbuffer

createSampler()→ Sampler?

createShader(int type)→ Shader

createTexture()→ Texture

createTransformFeedback()→ TransformFeedback?

createVertexArray()→ VertexArrayObject?

cullFace(int mode)→ void

deleteBuffer(Buffer? buffer)→ void

deleteFramebuffer(Framebuffer? framebuffer)→ void

deleteProgram(Program? program)→ void

deleteQuery(Query? query)→ void

deleteRenderbuffer(Renderbuffer? renderbuffer)→ void

deleteSampler(Sampler? sampler)→ void

deleteShader(Shader? shader)→ void

deleteSync(Sync? sync)→ void

deleteTexture(Texture? texture)→ void

deleteTransformFeedback(TransformFeedback? feedback)→ void

deleteVertexArray(VertexArrayObject? vertexArray)→ void

depthFunc(int func)→ void

depthMask(bool flag)→ void

depthRange(num zNear, num zFar)→ void

detachShader(Program program, Shader shader)→ void

disable(int cap)→ void

disableVertexAttribArray(int index)→ void

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

drawArraysInstanced(int mode, int first, int count, int instanceCount)→ void

drawBuffers(List<int> buffers)→ void

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

drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount)→ void

drawRangeElements(int mode, int start, int end, int count, int type, int offset)→ void

enable(int cap)→ void

enableVertexAttribArray(int index)→ void

endQuery(int target)→ void

endTransformFeedback()→ void

fenceSync(int condition, int flags)→ Sync?

finish()→ void

flush()→ void

framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer? renderbuffer)→ void

framebufferTexture2D(int target, int attachment, int textarget, Texture? texture, int level)→ void

framebufferTextureLayer(int target, int attachment, Texture? texture, int level, int layer)→ void

frontFace(int mode)→ void

generateMipmap(int target)→ void

getActiveAttrib(Program program, int index)→ ActiveInfo

getActiveUniform(Program program, int index)→ ActiveInfo

getActiveUniformBlockName(Program program, int uniformBlockIndex)→ String?

getActiveUniformBlockParameter(Program program, int uniformBlockIndex, int pname)→ Object?

getActiveUniforms(Program program, List<int> uniformIndices, int pname)→ Object?

getAttachedShaders(Program program)→ List<Shader>?

getAttribLocation(Program program, String name)→ int

getBufferParameter(int target, int pname)→ Object?

getBufferSubData(int target, int srcByteOffset, TypedData dstData, [int? dstOffset, int? length])→ void

getContextAttributes()→ Map?

getError()→ int

getExtension(String name)→ Object?

getFragDataLocation(Program program, String name)→ int

getFramebufferAttachmentParameter(int target, int attachment, int pname)→ Object?

getIndexedParameter(int target, int index)→ Object?

getInternalformatParameter(int target, int internalformat, int pname)→ Object?

getParameter(int pname)→ Object?

getProgramInfoLog(Program program)→ String?

getProgramParameter(Program program, int pname)→ Object?

getQuery(int target, int pname)→ Object?

getQueryParameter(Query query, int pname)→ Object?

getRenderbufferParameter(int target, int pname)→ Object?

getSamplerParameter(Sampler sampler, int pname)→ Object?

getShaderInfoLog(Shader shader)→ String?

getShaderParameter(Shader shader, int pname)→ Object?

getShaderPrecisionFormat(int shadertype, int precisiontype)→ ShaderPrecisionFormat

getShaderSource(Shader shader)→ String?

getSupportedExtensions()→ List<String>?

getSyncParameter(Sync sync, int pname)→ Object?

getTexParameter(int target, int pname)→ Object?

getTransformFeedbackVarying(Program program, int index)→ ActiveInfo?

getUniform(Program program, UniformLocation location)→ Object?

getUniformBlockIndex(Program program, String uniformBlockName)→ int

getUniformIndices(Program program, List<String> uniformNames)→ List<int>?

getUniformLocation(Program program, String name)→ UniformLocation

getVertexAttrib(int index, int pname)→ Object?

getVertexAttribOffset(int index, int pname)→ int

hint(int target, int mode)→ void

invalidateFramebuffer(int target, List<int> attachments)→ void

invalidateSubFramebuffer(int target, List<int> attachments, int x, int y, int width, int height)→ void

isBuffer(Buffer? buffer)→ bool

isContextLost()→ bool

isEnabled(int cap)→ bool

isFramebuffer(Framebuffer? framebuffer)→ bool

isProgram(Program? program)→ bool

isQuery(Query? query)→ bool

isRenderbuffer(Renderbuffer? renderbuffer)→ bool

isSampler(Sampler? sampler)→ bool

isShader(Shader? shader)→ bool

isSync(Sync? sync)→ bool

isTexture(Texture? texture)→ bool

isTransformFeedback(TransformFeedback? feedback)→ bool

isVertexArray(VertexArrayObject? vertexArray)→ bool

lineWidth(num width)→ void

linkProgram(Program program)→ void

noSuchMethod(Invocation invocation)→ dynamic

Invoked when a nonexistent method or property is accessed.

inherited

pauseTransformFeedback()→ void

pixelStorei(int pname, int param)→ void

polygonOffset(num factor, num units)→ void

readBuffer(int mode)→ void

readPixels(int x, int y, int width, int height, int format, int type, TypedData pixels)→ void

readPixels2(int x, int y, int width, int height, int format, int type, dynamic dstData_OR_offset, [int? offset])→ void

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

renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height)→ void

resumeTransformFeedback()→ void

sampleCoverage(num value, bool invert)→ void

samplerParameterf(Sampler sampler, int pname, num param)→ void

samplerParameteri(Sampler sampler, int pname, int param)→ void

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

shaderSource(Shader shader, String string)→ void

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

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

stencilMask(int mask)→ void

stencilMaskSeparate(int face, int mask)→ void

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

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

texImage2D(int target, int level, int internalformat, int format_OR_width, int height_OR_type, dynamic bitmap_OR_border_OR_canvas_OR_image_OR_pixels_OR_video, [int? format, int? type, TypedData? pixels])→ void

texImage2D2(int target, int level, int internalformat, int width, int height, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [int? srcOffset])→ void

texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [int? srcOffset])→ void

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

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

texStorage2D(int target, int levels, int internalformat, int width, int height)→ void

texStorage3D(int target, int levels, int internalformat, int width, int height, int depth)→ void

texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, dynamic bitmap_OR_canvas_OR_format_OR_image_OR_pixels_OR_video, [int? type, TypedData? pixels])→ void

texSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [int? srcOffset])→ void

texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [int? srcOffset])→ void

toString()→ String

A string representation of this object.

inherited

transformFeedbackVaryings(Program program, List<String> varyings, int bufferMode)→ void

uniform1f(UniformLocation? location, num x)→ void

uniform1fv(UniformLocation? location, dynamic v)→ void

uniform1fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform1i(UniformLocation? location, int x)→ void

uniform1iv(UniformLocation? location, dynamic v)→ void

uniform1iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform1ui(UniformLocation? location, int v0)→ void

uniform1uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])→ void

uniform2f(UniformLocation? location, num x, num y)→ void

uniform2fv(UniformLocation? location, dynamic v)→ void

uniform2fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform2i(UniformLocation? location, int x, int y)→ void

uniform2iv(UniformLocation? location, dynamic v)→ void

uniform2iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform2ui(UniformLocation? location, int v0, int v1)→ void

uniform2uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])→ void

uniform3f(UniformLocation? location, num x, num y, num z)→ void

uniform3fv(UniformLocation? location, dynamic v)→ void

uniform3fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform3i(UniformLocation? location, int x, int y, int z)→ void

uniform3iv(UniformLocation? location, dynamic v)→ void

uniform3iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform3ui(UniformLocation? location, int v0, int v1, int v2)→ void

uniform3uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])→ void

uniform4f(UniformLocation? location, num x, num y, num z, num w)→ void

uniform4fv(UniformLocation? location, dynamic v)→ void

uniform4fv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform4i(UniformLocation? location, int x, int y, int z, int w)→ void

uniform4iv(UniformLocation? location, dynamic v)→ void

uniform4iv2(UniformLocation? location, dynamic v, int srcOffset, [int? srcLength])→ void

uniform4ui(UniformLocation? location, int v0, int v1, int v2, int v3)→ void

uniform4uiv(UniformLocation? location, dynamic v, [int? srcOffset, int? srcLength])→ void

uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding)→ void

uniformMatrix2fv(UniformLocation? location, bool transpose, dynamic array)→ void

uniformMatrix2fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])→ void

uniformMatrix2x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

uniformMatrix2x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

uniformMatrix3fv(UniformLocation? location, bool transpose, dynamic array)→ void

uniformMatrix3fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])→ void

uniformMatrix3x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

uniformMatrix3x4fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

uniformMatrix4fv(UniformLocation? location, bool transpose, dynamic array)→ void

uniformMatrix4fv2(UniformLocation? location, bool transpose, dynamic array, int srcOffset, [int? srcLength])→ void

uniformMatrix4x2fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

uniformMatrix4x3fv(UniformLocation? location, bool transpose, dynamic value, [int? srcOffset, int? srcLength])→ void

useProgram(Program? program)→ void

validateProgram(Program program)→ void

vertexAttrib1f(int indx, num x)→ void

vertexAttrib1fv(int indx, dynamic values)→ void

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

vertexAttrib2fv(int indx, dynamic values)→ void

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

vertexAttrib3fv(int indx, dynamic values)→ void

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

vertexAttrib4fv(int indx, dynamic values)→ void

vertexAttribDivisor(int index, int divisor)→ void

vertexAttribI4i(int index, int x, int y, int z, int w)→ void

vertexAttribI4iv(int index, dynamic v)→ void

vertexAttribI4ui(int index, int x, int y, int z, int w)→ void

vertexAttribI4uiv(int index, dynamic v)→ void

vertexAttribIPointer(int index, int size, int type, int stride, int offset)→ void

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

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

waitSync(Sync sync, int flags, int timeout)→ void

Operators

operator ==(Object other)→ bool

The equality operator.

inherited