RenderingContext2 class
- Annotations
- @Native("WebGL2RenderingContext")
Properties
- canvas → Canvas? read-only
- drawingBufferHeight → int? read-only
- drawingBufferWidth → int? read-only
- hashCode → int read-only, inherited
- The hash code for this object. [...]
- runtimeType → Type read-only, inherited
- A representation of the runtime type of the object.
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 @JSName('bufferData') - bufferSubData(
int target, int offset, dynamic data) → void - bufferSubData2(
int target, int dstByteOffset, TypedData srcData, int srcOffset, [int? length]) → void @JSName('bufferSubData') - 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 @JSName('compressedTexImage2D') - compressedTexImage2D3(
int target, int level, int internalformat, int width, int height, int border, int imageSize, int offset) → void @JSName('compressedTexImage2D') - 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 @JSName('compressedTexImage3D') - 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 @JSName('compressedTexSubImage2D') - compressedTexSubImage2D3(
int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, int offset) → void @JSName('compressedTexSubImage2D') - 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 @JSName('compressedTexSubImage3D') - 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 inherited - Invoked when a non-existent method or property is accessed. [...]
- 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 @JSName('readPixels') - 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 inherited - A string representation of this object. [...]
- 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 @JSName('uniform1fv') - uniform1i(
UniformLocation? location, int x) → void - uniform1iv(
UniformLocation? location, dynamic v) → void - uniform1iv2(
UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → void @JSName('uniform1iv') - 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 @JSName('uniform2fv') - uniform2i(
UniformLocation? location, int x, int y) → void - uniform2iv(
UniformLocation? location, dynamic v) → void - uniform2iv2(
UniformLocation? location, dynamic v, int srcOffset, [int? srcLength]) → void @JSName('uniform2iv') - 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 @JSName('uniform3fv') - 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 @JSName('uniform3iv') - 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 @JSName('uniform4fv') - 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 @JSName('uniform4iv') - 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 @JSName('uniformMatrix2fv') - 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 @JSName('uniformMatrix3fv') - 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 @JSName('uniformMatrix4fv') - 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 inherited - The equality operator. [...]
© 2012 the Dart project authors
Licensed under the Creative Commons Attribution-ShareAlike License v4.0.
https://api.dart.dev/stable/2.13.0/dart-web_gl/RenderingContext2-class.html