import { WebGL2RenderingContext } from "https://deno.land/x/caviar@2.1.5/deno_gl/src/web/context.ts";
Constructors
new
WebGL2RenderingContext(canvas: Canvas, attributes: WebGLContextAttributes)Properties
[_attributes]: WebGLContextAttributes
[_canvas]: Canvas
Methods
activeTexture(texture: GLenum): void
attachShader(program: WebGLProgram, shader: WebGLShader): void
beginQuery(target: GLenum, query: WebGLQuery): void
beginTransformFeedback(target: GLenum): void
bindAttribLocation(): void
bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void
bindBufferBase(): void
bindBufferRange(): 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(): void
blendEquation(mode: GLenum): void
blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum): void
blendFuncSeparate(): void
bufferData(): void
bufferData(): void
bufferSubData(): void
checkFramebufferStatus(target: GLenum): GLenum
clear(mask: GLbitfield): void
clearBufferfi(): void
clearBufferfv(): void
clearBufferiv(): void
clearBufferuiv(): void
clearColor(): void
clearDepth(depth: GLclampf): void
clearStencil(s: GLint): void
compileShader(shader: WebGLShader): void
copyBufferSubData(): void
createBuffer(): WebGLBuffer | null
createFramebuffer(): WebGLFramebuffer | null
createProgram(): WebGLProgram | null
createRenderbuffer(): WebGLRenderbuffer | null
createShader(type: GLenum): WebGLShader | null
createTexture(): WebGLTexture | null
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
depthRange(zNear: GLclampf, zFar: GLclampf): void
detachShader(program: WebGLProgram, shader: WebGLShader): void
disableVertexAttribArray(index: number): void
drawArrays(): void
drawBuffers(buffers: GLenum[]): void
drawElements(): void
enableVertexAttribArray(index: number): void
endTransformFeedback(): void
fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync
finish(): void
flush(): void
framebufferRenderbuffer(): void
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: WebGLRenderbuffer | null,
framebufferTexture2D(): void
framebufferTextureLayer(): 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
getActiveUniforms(): any
getAttachedShaders(program: WebGLProgram): WebGLShader[]
getAttribLocation(program: WebGLProgram, name: string): number
getBufferParameter(target: GLenum, pname: GLenum): any
getBufferSubData(): void
getExtension(name: string): any
getFragDataLocation(program: WebGLProgram, name: string): GLint
getIndexedParameter(target: GLenum, index: GLuint): any
getInternalformatParameter(): any
getParameter(pname: GLenum): any
getProgramInfoLog(program: WebGLProgram): string
getProgramParameter(program: WebGLProgram, 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
getSupportedExtensions(): 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
invalidateFramebuffer(target: GLenum, attachments: GLenum[]): void
isBuffer(buffer: WebGLBuffer | null): boolean
isContextLost(): 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
isTexture(texture: WebGLTexture | null): boolean
isTransformFeedback(transformFeedback: WebGLTransformFeedback | null): GLboolean
isVertexArray(vao: WebGLVertexArrayObject | null): GLboolean
linkProgram(program: WebGLProgram): void
pauseTransformFeedback(): void
pixelStorei(pname: GLenum, param: GLint | GLboolean): void
polygonOffset(factor: GLfloat, units: GLfloat): void
readBuffer(src: GLenum): void
renderbufferStorage(): void
resumeTransformFeedback(): void
sampleCoverage(value: GLclampf, invert: GLboolean): void
samplerParameterf(): void
samplerParameteri(): void
shaderSource(shader: WebGLShader, source: string): void
stencilFunc(): void
stencilFuncSeparate(): void
stencilMask(mask: GLuint): void
stencilMaskSeparate(face: GLenum, mask: GLuint): void
stencilOpSeparate(): void
texParameterf(): void
texParameteri(): void
transformFeedbackVaryings(): 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(): void
uniform2fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform2i(): void
uniform2iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniform3f(): void
uniform3fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform3i(): void
uniform3iv(location: WebGLUniformLocation | null, v: Int32Array | GLint[]): void
uniform4fv(location: WebGLUniformLocation, v: Float32Array | GLfloat[]): void
uniform4iv(location: WebGLUniformLocation, v: Int32Array | GLint[]): void
uniformBlockBinding(): void
uniformMatrix2fv(): void
uniformMatrix3fv(): void
uniformMatrix4fv(): void
useProgram(program: WebGLProgram | null): void
validateProgram(program: WebGLProgram): void
vertexAttrib1f(index: GLuint, x: GLfloat): void
vertexAttrib1fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib2f(): void
vertexAttrib2fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib3f(): void
vertexAttrib3fv(index: GLuint, v: Float32Array | GLfloat[]): void
vertexAttrib4fv(index: GLuint, v: Float32Array | GLfloat[]): void
waitSync(): void