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Module

x/caviar/deps.ts>WebGL2RenderingContext

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class WebGL2RenderingContext
Re-export
import { WebGL2RenderingContext } from "https://deno.land/x/caviar@2.1.1/deps.ts";

Constructors

new
WebGL2RenderingContext(canvas: Canvas, attributes: WebGLContextAttributes)

Properties

ACTIVE_ATTRIBUTES: number
ACTIVE_TEXTURE: number
ACTIVE_UNIFORM_BLOCKS: number
ACTIVE_UNIFORMS: number
ALIASED_LINE_WIDTH_RANGE: number
ALIASED_POINT_SIZE_RANGE: number
ALPHA: number
ALPHA_BITS: number
ALREADY_SIGNALED: number
ALWAYS: number
ANY_SAMPLES_PASSED: number
ANY_SAMPLES_PASSED_CONSERVATIVE: number
ARRAY_BUFFER: number
ARRAY_BUFFER_BINDING: number
ATTACHED_SHADERS: number
BACK: number
BLEND: number
BLEND_COLOR: number
BLEND_DST_ALPHA: number
BLEND_DST_RGB: number
BLEND_EQUATION: number
BLEND_EQUATION_ALPHA: number
BLEND_EQUATION_RGB: number
BLEND_SRC_ALPHA: number
BLEND_SRC_RGB: number
BLUE_BITS: number
BOOL: number
BOOL_VEC2: number
BOOL_VEC3: number
BOOL_VEC4: number
BROWSER_DEFAULT_WEBGL: number
BUFFER_SIZE: number
BUFFER_USAGE: number
BYTE: number
readonly
canvas
CCW: number
CLAMP_TO_EDGE: number
COLOR: number
COLOR_ATTACHMENT0: number
COLOR_ATTACHMENT1: number
COLOR_ATTACHMENT10: number
COLOR_ATTACHMENT11: number
COLOR_ATTACHMENT12: number
COLOR_ATTACHMENT13: number
COLOR_ATTACHMENT14: number
COLOR_ATTACHMENT15: number
COLOR_ATTACHMENT2: number
COLOR_ATTACHMENT3: number
COLOR_ATTACHMENT4: number
COLOR_ATTACHMENT5: number
COLOR_ATTACHMENT6: number
COLOR_ATTACHMENT7: number
COLOR_ATTACHMENT8: number
COLOR_ATTACHMENT9: number
COLOR_BUFFER_BIT: number
COLOR_CLEAR_VALUE: number
COLOR_WRITEMASK: number
COMPARE_REF_TO_TEXTURE: number
COMPILE_STATUS: number
COMPRESSED_TEXTURE_FORMATS: number
CONDITION_SATISFIED: number
CONSTANT_ALPHA: number
CONSTANT_COLOR: number
CONTEXT_LOST_WEBGL: number
COPY_READ_BUFFER: number
COPY_READ_BUFFER_BINDING: number
COPY_WRITE_BUFFER: number
COPY_WRITE_BUFFER_BINDING: number
CULL_FACE: number
CULL_FACE_MODE: number
CURRENT_PROGRAM: number
CURRENT_QUERY: number
CURRENT_VERTEX_ATTRIB: number
CW: number
DECR: number
DECR_WRAP: number
DELETE_STATUS: number
DEPTH: number
DEPTH_ATTACHMENT: number
DEPTH_BITS: number
DEPTH_BUFFER_BIT: number
DEPTH_CLEAR_VALUE: number
DEPTH_COMPONENT: number
DEPTH_COMPONENT16: number
DEPTH_COMPONENT24: number
DEPTH_COMPONENT32F: number
DEPTH_FUNC: number
DEPTH_RANGE: number
DEPTH_STENCIL: number
DEPTH_STENCIL_ATTACHMENT: number
DEPTH_TEST: number
DEPTH_WRITEMASK: number
DEPTH24_STENCIL8: number
DEPTH32F_STENCIL8: number
DITHER: number
DONT_CARE: number
DRAW_BUFFER0: number
DRAW_BUFFER1: number
DRAW_BUFFER10: number
DRAW_BUFFER11: number
DRAW_BUFFER12: number
DRAW_BUFFER13: number
DRAW_BUFFER14: number
DRAW_BUFFER15: number
DRAW_BUFFER2: number
DRAW_BUFFER3: number
DRAW_BUFFER4: number
DRAW_BUFFER5: number
DRAW_BUFFER6: number
DRAW_BUFFER7: number
DRAW_BUFFER8: number
DRAW_BUFFER9: number
DRAW_FRAMEBUFFER: number
DRAW_FRAMEBUFFER_BINDING: number
readonly
drawingBufferHeight
readonly
drawingBufferWidth
DST_ALPHA: number
DST_COLOR: number
DYNAMIC_COPY: number
DYNAMIC_DRAW: number
DYNAMIC_READ: number
ELEMENT_ARRAY_BUFFER: number
ELEMENT_ARRAY_BUFFER_BINDING: number
EQUAL: number
FASTEST: number
FLOAT: number
FLOAT_32_UNSIGNED_INT_24_8_REV: number
FLOAT_MAT2: number
FLOAT_MAT2x3: number
FLOAT_MAT2x4: number
FLOAT_MAT3: number
FLOAT_MAT3x2: number
FLOAT_MAT3x4: number
FLOAT_MAT4: number
FLOAT_MAT4x2: number
FLOAT_MAT4x3: number
FLOAT_VEC2: number
FLOAT_VEC3: number
FLOAT_VEC4: number
FRAGMENT_SHADER: number
FRAGMENT_SHADER_DERIVATIVE_HINT: number
FRAMEBUFFER: number
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: number
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: number
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: number
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: number
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: number
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: number
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: number
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: number
FRAMEBUFFER_ATTACHMENT_RED_SIZE: number
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: number
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: number
FRAMEBUFFER_BINDING: number
FRAMEBUFFER_COMPLETE: number
FRAMEBUFFER_DEFAULT: number
FRAMEBUFFER_INCOMPLETE_ATTACHMENT: number
FRAMEBUFFER_INCOMPLETE_DIMENSIONS: number
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: number
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: number
FRAMEBUFFER_UNSUPPORTED: number
FRONT: number
FRONT_AND_BACK: number
FRONT_FACE: number
FUNC_ADD: number
FUNC_REVERSE_SUBTRACT: number
FUNC_SUBTRACT: number
GENERATE_MIPMAP_HINT: number
GEQUAL: number
GREATER: number
GREEN_BITS: number
HALF_FLOAT: number
HIGH_FLOAT: number
HIGH_INT: number
IMPLEMENTATION_COLOR_READ_FORMAT: number
IMPLEMENTATION_COLOR_READ_TYPE: number
INCR: number
INCR_WRAP: number
INT: number
INT_2_10_10_10_REV: number
INT_SAMPLER_2D: number
INT_SAMPLER_2D_ARRAY: number
INT_SAMPLER_3D: number
INT_SAMPLER_CUBE: number
INT_VEC2: number
INT_VEC3: number
INT_VEC4: number
INTERLEAVED_ATTRIBS: number
INVALID_ENUM: number
INVALID_FRAMEBUFFER_OPERATION: number
INVALID_INDEX: number
INVALID_OPERATION: number
INVALID_VALUE: number
INVERT: number
KEEP: number
LEQUAL: number
LESS: number
LINE_LOOP: number
LINE_STRIP: number
LINE_WIDTH: number
LINEAR: number
LINEAR_MIPMAP_LINEAR: number
LINEAR_MIPMAP_NEAREST: number
LINES: number
LOW_FLOAT: number
LOW_INT: number
LUMINANCE: number
LUMINANCE_ALPHA: number
MAX: number
MAX_3D_TEXTURE_SIZE: number
MAX_ARRAY_TEXTURE_LAYERS: number
MAX_CLIENT_WAIT_TIMEOUT_WEBGL: number
MAX_COLOR_ATTACHMENTS: number
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: number
MAX_COMBINED_TEXTURE_IMAGE_UNITS: number
MAX_COMBINED_UNIFORM_BLOCKS: number
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: number
MAX_CUBE_MAP_TEXTURE_SIZE: number
MAX_DRAW_BUFFERS: number
MAX_ELEMENT_INDEX: number
MAX_ELEMENTS_INDICES: number
MAX_ELEMENTS_VERTICES: number
MAX_FRAGMENT_INPUT_COMPONENTS: number
MAX_FRAGMENT_UNIFORM_BLOCKS: number
MAX_FRAGMENT_UNIFORM_COMPONENTS: number
MAX_FRAGMENT_UNIFORM_VECTORS: number
MAX_PROGRAM_TEXEL_OFFSET: number
MAX_RENDERBUFFER_SIZE: number
MAX_SAMPLES: number
MAX_SERVER_WAIT_TIMEOUT: number
MAX_TEXTURE_IMAGE_UNITS: number
MAX_TEXTURE_LOD_BIAS: number
MAX_TEXTURE_SIZE: number
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: number
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: number
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: number
MAX_UNIFORM_BLOCK_SIZE: number
MAX_UNIFORM_BUFFER_BINDINGS: number
MAX_VARYING_COMPONENTS: number
MAX_VARYING_VECTORS: number
MAX_VERTEX_ATTRIBS: number
MAX_VERTEX_OUTPUT_COMPONENTS: number
MAX_VERTEX_TEXTURE_IMAGE_UNITS: number
MAX_VERTEX_UNIFORM_BLOCKS: number
MAX_VERTEX_UNIFORM_COMPONENTS: number
MAX_VERTEX_UNIFORM_VECTORS: number
MAX_VIEWPORT_DIMS: number
MEDIUM_FLOAT: number
MEDIUM_INT: number
MIN: number
MIN_PROGRAM_TEXEL_OFFSET: number
MIRRORED_REPEAT: number
NEAREST: number
NEAREST_MIPMAP_LINEAR: number
NEAREST_MIPMAP_NEAREST: number
NEVER: number
NICEST: number
NO_ERROR: number
NONE: number
NOTEQUAL: number
OBJECT_TYPE: number
ONE: number
ONE_MINUS_CONSTANT_ALPHA: number
ONE_MINUS_CONSTANT_COLOR: number
ONE_MINUS_DST_ALPHA: number
ONE_MINUS_DST_COLOR: number
ONE_MINUS_SRC_ALPHA: number
ONE_MINUS_SRC_COLOR: number
OUT_OF_MEMORY: number
PACK_ALIGNMENT: number
PACK_ROW_LENGTH: number
PACK_SKIP_PIXELS: number
PACK_SKIP_ROWS: number
PIXEL_PACK_BUFFER: number
PIXEL_PACK_BUFFER_BINDING: number
PIXEL_UNPACK_BUFFER: number
PIXEL_UNPACK_BUFFER_BINDING: number
POINTS: number
POLYGON_OFFSET_FACTOR: number
POLYGON_OFFSET_FILL: number
POLYGON_OFFSET_UNITS: number
QUERY_RESULT: number
QUERY_RESULT_AVAILABLE: number
R11F_G11F_B10F: number
R16F: number
R16I: number
R16UI: number
R32F: number
R32I: number
R32UI: number
R8: number
R8_SNORM: number
R8I: number
R8UI: number
RASTERIZER_DISCARD: number
READ_BUFFER: number
READ_FRAMEBUFFER: number
READ_FRAMEBUFFER_BINDING: number
RED: number
RED_BITS: number
RED_INTEGER: number
RENDERBUFFER: number
RENDERBUFFER_ALPHA_SIZE: number
RENDERBUFFER_BINDING: number
RENDERBUFFER_BLUE_SIZE: number
RENDERBUFFER_DEPTH_SIZE: number
RENDERBUFFER_GREEN_SIZE: number
RENDERBUFFER_HEIGHT: number
RENDERBUFFER_INTERNAL_FORMAT: number
RENDERBUFFER_RED_SIZE: number
RENDERBUFFER_SAMPLES: number
RENDERBUFFER_STENCIL_SIZE: number
RENDERBUFFER_WIDTH: number
RENDERER: number
REPEAT: number
REPLACE: number
RG: number
RG_INTEGER: number
RG16F: number
RG16I: number
RG16UI: number
RG32F: number
RG32I: number
RG32UI: number
RG8: number
RG8_SNORM: number
RG8I: number
RG8UI: number
RGB: number
RGB_INTEGER: number
RGB10_A2: number
RGB10_A2UI: number
RGB16F: number
RGB16I: number
RGB16UI: number
RGB32F: number
RGB32I: number
RGB32UI: number
RGB5_A1: number
RGB565: number
RGB8: number
RGB8_SNORM: number
RGB8I: number
RGB8UI: number
RGB9_E5: number
RGBA: number
RGBA_INTEGER: number
RGBA16F: number
RGBA16I: number
RGBA16UI: number
RGBA32F: number
RGBA32I: number
RGBA32UI: number
RGBA4: number
RGBA8: number
RGBA8_SNORM: number
RGBA8I: number
RGBA8UI: number
SAMPLE_ALPHA_TO_COVERAGE: number
SAMPLE_BUFFERS: number
SAMPLE_COVERAGE: number
SAMPLE_COVERAGE_INVERT: number
SAMPLE_COVERAGE_VALUE: number
SAMPLER_2D: number
SAMPLER_2D_ARRAY: number
SAMPLER_2D_ARRAY_SHADOW: number
SAMPLER_2D_SHADOW: number
SAMPLER_3D: number
SAMPLER_BINDING: number
SAMPLER_CUBE: number
SAMPLER_CUBE_SHADOW: number
SAMPLES: number
SCISSOR_BOX: number
SCISSOR_TEST: number
SEPARATE_ATTRIBS: number
SHADER_TYPE: number
SHADING_LANGUAGE_VERSION: number
SHORT: number
SIGNALED: number
SIGNED_NORMALIZED: number
SRC_ALPHA: number
SRC_ALPHA_SATURATE: number
SRC_COLOR: number
SRGB: number
SRGB8: number
SRGB8_ALPHA8: number
STATIC_COPY: number
STATIC_DRAW: number
STATIC_READ: number
STENCIL: number
STENCIL_ATTACHMENT: number
STENCIL_BACK_FAIL: number
STENCIL_BACK_FUNC: number
STENCIL_BACK_PASS_DEPTH_FAIL: number
STENCIL_BACK_PASS_DEPTH_PASS: number
STENCIL_BACK_REF: number
STENCIL_BACK_VALUE_MASK: number
STENCIL_BACK_WRITEMASK: number
STENCIL_BITS: number
STENCIL_BUFFER_BIT: number
STENCIL_CLEAR_VALUE: number
STENCIL_FAIL: number
STENCIL_FUNC: number
STENCIL_INDEX8: number
STENCIL_PASS_DEPTH_FAIL: number
STENCIL_PASS_DEPTH_PASS: number
STENCIL_REF: number
STENCIL_TEST: number
STENCIL_VALUE_MASK: number
STENCIL_WRITEMASK: number
STREAM_COPY: number
STREAM_DRAW: number
STREAM_READ: number
SUBPIXEL_BITS: number
SYNC_CONDITION: number
SYNC_FENCE: number
SYNC_FLAGS: number
SYNC_FLUSH_COMMANDS_BIT: number
SYNC_GPU_COMMANDS_COMPLETE: number
SYNC_STATUS: number
TEXTURE: number
TEXTURE_2D: number
TEXTURE_2D_ARRAY: number
TEXTURE_3D: number
TEXTURE_BASE_LEVEL: number
TEXTURE_BINDING_2D: number
TEXTURE_BINDING_2D_ARRAY: number
TEXTURE_BINDING_3D: number
TEXTURE_BINDING_CUBE_MAP: number
TEXTURE_COMPARE_FUNC: number
TEXTURE_COMPARE_MODE: number
TEXTURE_CUBE_MAP: number
TEXTURE_CUBE_MAP_NEGATIVE_X: number
TEXTURE_CUBE_MAP_NEGATIVE_Y: number
TEXTURE_CUBE_MAP_NEGATIVE_Z: number
TEXTURE_CUBE_MAP_POSITIVE_X: number
TEXTURE_CUBE_MAP_POSITIVE_Y: number
TEXTURE_CUBE_MAP_POSITIVE_Z: number
TEXTURE_IMMUTABLE_FORMAT: number
TEXTURE_IMMUTABLE_LEVELS: number
TEXTURE_MAG_FILTER: number
TEXTURE_MAX_LEVEL: number
TEXTURE_MAX_LOD: number
TEXTURE_MIN_FILTER: number
TEXTURE_MIN_LOD: number
TEXTURE_WRAP_R: number
TEXTURE_WRAP_S: number
TEXTURE_WRAP_T: number
TEXTURE0: number
TEXTURE1: number
TEXTURE10: number
TEXTURE11: number
TEXTURE12: number
TEXTURE13: number
TEXTURE14: number
TEXTURE15: number
TEXTURE16: number
TEXTURE17: number
TEXTURE18: number
TEXTURE19: number
TEXTURE2: number
TEXTURE20: number
TEXTURE21: number
TEXTURE22: number
TEXTURE23: number
TEXTURE24: number
TEXTURE25: number
TEXTURE26: number
TEXTURE27: number
TEXTURE28: number
TEXTURE29: number
TEXTURE3: number
TEXTURE30: number
TEXTURE31: number
TEXTURE4: number
TEXTURE5: number
TEXTURE6: number
TEXTURE7: number
TEXTURE8: number
TEXTURE9: number
TIMEOUT_EXPIRED: number
TIMEOUT_IGNORED
TRANSFORM_FEEDBACK: number
TRANSFORM_FEEDBACK_ACTIVE: number
TRANSFORM_FEEDBACK_BINDING: number
TRANSFORM_FEEDBACK_BUFFER: number
TRANSFORM_FEEDBACK_BUFFER_BINDING: number
TRANSFORM_FEEDBACK_BUFFER_MODE: number
TRANSFORM_FEEDBACK_BUFFER_SIZE: number
TRANSFORM_FEEDBACK_BUFFER_START: number
TRANSFORM_FEEDBACK_PAUSED: number
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: number
TRANSFORM_FEEDBACK_VARYINGS: number
TRIANGLE_FAN: number
TRIANGLE_STRIP: number
TRIANGLES: number
UNIFORM_ARRAY_STRIDE: number
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: number
UNIFORM_BLOCK_ACTIVE_UNIFORMS: number
UNIFORM_BLOCK_BINDING: number
UNIFORM_BLOCK_DATA_SIZE: number
UNIFORM_BLOCK_INDEX: number
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: number
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: number
UNIFORM_BUFFER: number
UNIFORM_BUFFER_BINDING: number
UNIFORM_BUFFER_OFFSET_ALIGNMENT: number
UNIFORM_BUFFER_SIZE: number
UNIFORM_BUFFER_START: number
UNIFORM_IS_ROW_MAJOR: number
UNIFORM_MATRIX_STRIDE: number
UNIFORM_OFFSET: number
UNIFORM_SIZE: number
UNIFORM_TYPE: number
UNPACK_ALIGNMENT: number
UNPACK_COLORSPACE_CONVERSION_WEBGL: number
UNPACK_FLIP_Y_WEBGL: number
UNPACK_IMAGE_HEIGHT: number
UNPACK_PREMULTIPLY_ALPHA_WEBGL: number
UNPACK_ROW_LENGTH: number
UNPACK_SKIP_IMAGES: number
UNPACK_SKIP_PIXELS: number
UNPACK_SKIP_ROWS: number
UNSIGNALED: number
UNSIGNED_BYTE: number
UNSIGNED_INT: number
UNSIGNED_INT_10F_11F_11F_REV: number
UNSIGNED_INT_2_10_10_10_REV: number
UNSIGNED_INT_24_8: number
UNSIGNED_INT_5_9_9_9_REV: number
UNSIGNED_INT_SAMPLER_2D: number
UNSIGNED_INT_SAMPLER_2D_ARRAY: number
UNSIGNED_INT_SAMPLER_3D: number
UNSIGNED_INT_SAMPLER_CUBE: number
UNSIGNED_INT_VEC2: number
UNSIGNED_INT_VEC3: number
UNSIGNED_INT_VEC4: number
UNSIGNED_NORMALIZED: number
UNSIGNED_SHORT: number
UNSIGNED_SHORT_4_4_4_4: number
UNSIGNED_SHORT_5_5_5_1: number
UNSIGNED_SHORT_5_6_5: number
VALIDATE_STATUS: number
VENDOR: number
VERSION: number
VERTEX_ARRAY_BINDING: number
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: number
VERTEX_ATTRIB_ARRAY_DIVISOR: number
VERTEX_ATTRIB_ARRAY_ENABLED: number
VERTEX_ATTRIB_ARRAY_INTEGER: number
VERTEX_ATTRIB_ARRAY_NORMALIZED: number
VERTEX_ATTRIB_ARRAY_POINTER: number
VERTEX_ATTRIB_ARRAY_SIZE: number
VERTEX_ATTRIB_ARRAY_STRIDE: number
VERTEX_ATTRIB_ARRAY_TYPE: number
VERTEX_SHADER: number
VIEWPORT: number
WAIT_FAILED: number
ZERO: number
[_attributes]: WebGLContextAttributes
[_canvas]: Canvas
[_contextLost]: boolean
[_unpackColorspaceConversion]
[_unpackFlipY]: boolean
[_unpackPremultiplyAlpha]: boolean

Methods

activeTexture(texture: GLenum): void
attachShader(program: WebGLProgram, shader: WebGLShader): void
beginQuery(target: GLenum, query: WebGLQuery): void
beginTransformFeedback(target: GLenum): void
bindAttribLocation(
program: WebGLProgram,
index: GLuint,
name: string,
): void
bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void
bindBufferBase(
target: GLenum,
index: GLuint,
buffer: WebGLBuffer | null,
): void
bindBufferRange(
target: GLenum,
index: GLuint,
buffer: WebGLBuffer | null,
offset: GLintptr,
size: GLsizeiptr,
): void
bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer | null): void
bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer | null): void
bindSampler(unit: GLuint, sampler: WebGLSampler | null): void
bindTexture(target: GLenum, texture: WebGLTexture | null): void
bindTransformFeedback(target: GLenum, transformFeedback: WebGLTransformFeedback | null): void
bindVertexArray(vao: WebGLVertexArrayObject | null): void
blendColor(
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
): void
blendEquation(mode: GLenum): void
blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum): void
blendFunc(sfactor: GLenum, dfactor: GLenum): void
blendFuncSeparate(
srcRGB: GLenum,
dstRGB: GLenum,
srcAlpha: GLenum,
dstAlpha: GLenum,
): void
blitFramebuffer(
srcX0: GLint,
srcY0: GLint,
srcX1: GLint,
srcY1: GLint,
dstX0: GLint,
dstY0: GLint,
dstX1: GLint,
dstY1: GLint,
mask: GLbitfield,
filter: GLenum,
): void
bufferData(
target: GLenum,
size: GLsizeiptr,
usage: GLenum,
srcOffset?: GLuint,
length?: GLuint,
): void
bufferData(
target: GLenum,
usage: GLenum,
srcOffset?: GLuint,
length?: GLuint,
): void
bufferSubData(
target: GLenum,
offset: GLintptr,
srcOffset?: GLuint,
_length?: GLuint,
): void
checkFramebufferStatus(target: GLenum): GLenum
clear(mask: GLbitfield): void
clearBufferfi(
buffer: GLenum,
drawbuffer: GLint,
depth: GLfloat,
stencil: GLint,
): void
clearBufferfv(
buffer: GLenum,
drawbuffer: GLint,
values: GLfloat[] | Float32Array,
): void
clearBufferiv(
buffer: GLenum,
drawbuffer: GLint,
values: GLint[] | Int32Array,
): void
clearBufferuiv(
buffer: GLenum,
drawbuffer: GLint,
values: GLuint[] | Uint32Array,
): void
clearColor(
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
): void
clearDepth(depth: GLclampf): void
clearStencil(s: GLint): void
clientWaitSync(
sync: WebGLSync,
flags: GLbitfield,
timeout: GLuint64,
): GLenum
colorMask(
red: GLboolean,
green: GLboolean,
blue: GLboolean,
alpha: GLboolean,
): void
compileShader(shader: WebGLShader): void
compressedTexImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data: ArrayBufferView,
): void
compressedTexSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data: ArrayBufferView,
): void
copyBufferSubData(
readTarget: GLenum,
writeTarget: GLenum,
readOffset: GLintptr,
writeOffset: GLintptr,
size: GLsizeiptr,
): void
copyTexImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
): void
copyTexSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
): void
createBuffer(): WebGLBuffer | null
createFramebuffer(): WebGLFramebuffer | null
createProgram(): WebGLProgram | null
createQuery(): WebGLQuery
createRenderbuffer(): WebGLRenderbuffer | null
createSampler(): WebGLSampler
createShader(type: GLenum): WebGLShader | null
createTexture(): WebGLTexture | null
createTransformFeedback(): WebGLTransformFeedback
createVertexArray(): WebGLVertexArrayObject
cullFace(mode: GLenum): void
deleteBuffer(buffer: WebGLBuffer | null): void
deleteFramebuffer(framebuffer: WebGLFramebuffer | null): void
deleteProgram(program: WebGLProgram | null): void
deleteQuery(query: WebGLQuery | null): void
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer | null): void
deleteSampler(sampler: WebGLSampler | null): void
deleteShader(shader: WebGLShader | null): void
deleteSync(sync: WebGLSync | null): void
deleteTexture(texture: WebGLTexture | null): void
deleteTransformFeedback(transformFeedback: WebGLTransformFeedback | null): void
deleteVertexArray(vao: WebGLVertexArrayObject | null): void
depthFunc(func: GLenum): void
depthMask(flag: GLboolean): void
depthRange(zNear: GLclampf, zFar: GLclampf): void
detachShader(program: WebGLProgram, shader: WebGLShader): void
disable(cap: GLenum): void
disableVertexAttribArray(index: number): void
drawArrays(
mode: GLenum,
first: GLint,
count: GLsizei,
): void
drawBuffers(buffers: GLenum[]): void
drawElements(
mode: GLenum,
count: GLsizei,
type: GLenum,
offset: GLintptr | bigint,
): void
enable(cap: GLenum): void
enableVertexAttribArray(index: number): void
endQuery(target: GLenum): void
fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync
finish(): void
flush(): void
framebufferRenderbuffer(
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: WebGLRenderbuffer | null,
): void
framebufferTexture2D(
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: WebGLTexture | null,
level: GLint,
): void
framebufferTextureLayer(
target: GLenum,
attachment: GLenum,
texture: WebGLTexture | null,
level: GLint,
layer: GLint,
): void
frontFace(mode: GLenum): void
generateMipmap(target: GLenum): void
getActiveAttrib(program: WebGLProgram, index: number): WebGLActiveInfo | null
getActiveUniform(program: WebGLProgram, index: number): WebGLActiveInfo | null
getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint): string
getActiveUniformBlockParameter(
program: WebGLProgram,
uniformBlockIndex: GLuint,
pname: GLenum,
): any
getActiveUniforms(
program: WebGLProgram,
uniformIndices: GLuint[],
pname: GLenum,
): any
getAttachedShaders(program: WebGLProgram): WebGLShader[]
getAttribLocation(program: WebGLProgram, name: string): number
getBufferParameter(target: GLenum, pname: GLenum): any
getBufferSubData(
target: GLenum,
srcByteOffset: GLintptr,
dstData: ArrayBufferView,
): void
getError(): GLenum
getExtension(name: string): any
getFragDataLocation(program: WebGLProgram, name: string): GLint
getFramebufferAttachmentParameter(
target: GLenum,
attachment: GLenum,
pname: GLenum,
): any
getIndexedParameter(target: GLenum, index: GLuint): any
getInternalformatParameter(
target: GLenum,
internalformat: GLenum,
pname: GLenum,
): any
getParameter(pname: GLenum): any
getProgramInfoLog(program: WebGLProgram): string
getProgramParameter(program: WebGLProgram, pname: GLenum): any
getQuery(target: GLenum, pname: GLenum): any
getQueryParameter(query: WebGLQuery, pname: GLenum): any
getRenderbufferParameter(target: GLenum, pname: GLenum): any
getSamplerParameter(sampler: WebGLSampler, pname: GLenum): any
getShaderInfoLog(shader: WebGLShader): string
getShaderParameter(shader: WebGLShader, pname: GLenum): any
getShaderPrecisionFormat(shaderType: GLenum, precisionType: GLenum): WebGLShaderPrecisionFormat
getShaderSource(shader: WebGLShader): string
getSyncParameter(sync: WebGLSync, pname: GLenum): any
getTexParameter(target: GLenum, pname: GLenum): any
getTransformFeedbackVarying(program: WebGLProgram, index: GLuint): WebGLActiveInfo | null
getUniform(program: WebGLProgram, location: WebGLUniformLocation): any
getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): GLuint
getUniformIndices(program: WebGLProgram, uniformNames: string[]): GLuint[]
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation | null
getVertexAttrib(index: number, pname: number): any
getVertexAttribOffset(index: number, pname: number): number
hint(target: GLenum, mode: GLenum): void
invalidateFramebuffer(target: GLenum, attachments: GLenum[]): void
invalidateSubFramebuffer(
target: GLenum,
attachments: GLenum[],
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
): void
isBuffer(buffer: WebGLBuffer | null): boolean
isContextLost(): boolean
isEnabled(cap: GLenum): boolean
isFramebuffer(framebuffer: WebGLFramebuffer | null): boolean
isProgram(program: WebGLProgram | null): boolean
isQuery(query: WebGLQuery | null): GLboolean
isRenderbuffer(renderbuffer: WebGLRenderbuffer | null): boolean
isSampler(sampler: WebGLSampler | null): GLboolean
isShader(shader: WebGLShader | null): boolean
isSync(sync: WebGLSync | null): GLboolean
isTexture(texture: WebGLTexture | null): boolean
isTransformFeedback(transformFeedback: WebGLTransformFeedback | null): GLboolean
isVertexArray(vao: WebGLVertexArrayObject | null): GLboolean
lineWidth(width: GLfloat): void
linkProgram(program: WebGLProgram): void
pixelStorei(pname: GLenum, param: GLint | GLboolean): void
polygonOffset(factor: GLfloat, units: GLfloat): void
readBuffer(src: GLenum): void
readPixels(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null | number,
): void
renderbufferStorage(
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
): void
renderbufferStorageMultisample(
target: GLenum,
samples: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
): void
sampleCoverage(value: GLclampf, invert: GLboolean): void
samplerParameterf(
sampler: WebGLSampler,
pname: GLenum,
param: GLfloat,
): void
samplerParameteri(
sampler: WebGLSampler,
pname: GLenum,
param: GLint,
): void
scissor(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
): void
shaderSource(shader: WebGLShader, source: string): void
stencilFunc(
func: GLenum,
ref: GLint,
mask: GLuint,
): void
stencilFuncSeparate(
face: GLenum,
func: GLenum,
ref: GLint,
mask: GLuint,
): void
stencilMask(mask: GLuint): void
stencilMaskSeparate(face: GLenum, mask: GLuint): void
stencilOp(
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
): void
stencilOpSeparate(
face: GLenum,
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
): void
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
): void
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
format: GLenum,
type: GLenum,
image: Image,
): void
texParameterf(
target: GLenum,
pname: GLenum,
param: GLfloat,
): void
texParameteri(
target: GLenum,
pname: GLenum,
param: GLint,
): void
texStorage2D(
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
): void
texStorage3D(
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
): void
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
): void
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
format: GLenum,
type: GLenum,
image: Image,
): void
texSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | Image | null,
_srcOffset?: GLuint,
): void
transformFeedbackVaryings(
program: WebGLProgram,
varyings: string[],
bufferMode: GLenum,
): void
uniform1f(location: WebGLUniformLocation, x: GLfloat): void
uniform1fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform1i(location: WebGLUniformLocation, x: GLint): void
uniform1iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniform2f(
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
): void
uniform2fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform2i(
location: WebGLUniformLocation,
x: GLint,
y: GLint,
): void
uniform2iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniform3f(
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
z: GLfloat,
): void
uniform3fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform3i(
location: WebGLUniformLocation,
x: GLint,
y: GLint,
z: GLint,
): void
uniform3iv(location: WebGLUniformLocation | null, v: Int32Array | GLint[]): void
uniform4f(
location: WebGLUniformLocation,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
): void
uniform4fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform4i(
location: WebGLUniformLocation,
x: GLint,
y: GLint,
z: GLint,
w: GLint,
): void
uniform4iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniformBlockBinding(
program: WebGLProgram,
uniformBlockIndex: GLuint,
uniformBlockBinding: GLuint,
): void
uniformMatrix2fv(
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
): void
uniformMatrix3fv(
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
): void
uniformMatrix4fv(
location: WebGLUniformLocation,
transpose: GLboolean,
value: Float32Array | GLfloat[],
): void
useProgram(program: WebGLProgram | null): void
validateProgram(program: WebGLProgram): void
vertexAttrib1f(index: GLuint, x: GLfloat): void
vertexAttrib1fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib2f(
index: GLuint,
x: GLfloat,
y: GLfloat,
): void
vertexAttrib2fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib3f(
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
): void
vertexAttrib3fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib4f(
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
): void
vertexAttrib4fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttribPointer(
index: GLuint,
size: GLint,
type: GLenum,
normalized: GLboolean,
stride: GLsizei,
offset: GLintptr | bigint,
): void
viewport(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
): void
waitSync(
sync: WebGLSync,
flags: GLbitfield,
timeout: GLint64,
): void