Selects the active texture unit.
Selects the active texture unit.
an integer specifying the texture unit to make active. Must be in 0 .. MAX_COMBINED_TEXTURE_UNITS-1
Attaches a shader (fragment or vertex) to a WebGLProgram.
Associates a vertex attribute index with a named attribute variable.
Loads a a target into a WebGLBuffer.
Loads a a target into a WebGLBuffer.
the target to bind the buffer to. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER
Loads a a target into a WebGLFramebuffer.
Loads a a target into a WebGLFramebuffer.
the target to bind the framebuffer to. Must be WebGLRenderingContext.FRAMEBUFFER.
a framebuffer object, or null to bind the default framebuffer.
Loads a a target into a WebGLRenderbuffer.
Loads a a target into a WebGLRenderbuffer.
target to bind to, must be WebGLRenderingContext.RENDERBUFFER
the renderbuffer to bind. If null
, any object bound to target
us unbound.
Loads a the active texture unit into a WebGLTexture.
Loads a the active texture unit into a WebGLTexture.
the target to bind to. Must be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
the texture to bind.
Sets the blend color used in WebGLRenderingContext.BLEND_COLOR.
Specifies the equation used for RGB and Alpha blending.
Specifies the equation used for RGB and Alpha blending.
blend equation to use. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
Specifies the equation used for RGB and Alpha blending separately.
Specifies the equation used for RGB and Alpha blending separately.
blend equation to use for RGB components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
blend equation to use for alpha components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
Specifies how the blending factors are computed for source and destination pixels.
Specifies how the blending factors are computed for source and destination pixels.
The source blending factors. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR, WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA, WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR, WebGLRenderingContext.ONE_MINUS_CONSTANT_COLOR, WebGLRenderingContext.CONSTANT_ALPHA, WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA, or WebGLRenderingContext.SRC_ALPHA_SATURATE. Initially this value is WebGLRenderingContext.ONE.
The destination blending factors. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR,
WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA,
WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR
, WebGLRenderingContext.CONSTANT_ALPHA, or WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA.
This value is initially WebGLRenderingContext.ZERO.
Specifies how the blending factors are computed for source and destination pixels, separately for alpha and RGB.
Specifies how the blending factors are computed for source and destination pixels, separately for alpha and RGB.
The source blending factor for RGB. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR, WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA, WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR, WebGLRenderingContext.ONE_MINUS_CONSTANT_COLOR, WebGLRenderingContext.CONSTANT_ALPHA, WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA, or WebGLRenderingContext.SRC_ALPHA_SATURATE. Initially this value is WebGLRenderingContext.ONE.
The destination blending factor for RGB. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR,
WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA,
WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR
, WebGLRenderingContext.CONSTANT_ALPHA, or WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA.
This value is initially WebGLRenderingContext.ZERO.
The source blending factor for Alpha. Accepted values are the same as srcRGB. The initial value is WebGLRenderingContext.ONE.
The destination blending factor for Alpha. Accepted values are the same as srcRGB. The initial value is WebGLRenderingContext.ZERO.
Resizes the bound WebGLBuffer for the given target
to the size of the passed buffer, and replaces its contents with the contents of the buffer.
Resizes the bound WebGLBuffer for the given target
to the size of the passed buffer, and replaces its contents with the contents of the buffer.
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
the source data for the new buffer.
The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.
Resizes the bound WebGLBuffer for the given target
to the size of the passed buffer, and replaces its contents with the contents of the buffer.
Resizes the bound WebGLBuffer for the given target
to the size of the passed buffer, and replaces its contents with the contents of the buffer.
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
the source data for the new buffer.
The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.
Sets the size of the bound WebGLBuffer for the given target
.
Sets the size of the bound WebGLBuffer for the given target
. The contents of the buffer are cleared to 0.
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
The size of the new buffer
The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.
The canvas object this WebGLRenderingContext is associated with.
Returns the completeness status for the framebuffer.
Returns the completeness status for the framebuffer.
The possible results are:
the target framebuffer object, must be WebGLRenderingContext.FRAMEBUFFER.
the framebuffer status.
Clears the buffers specified in mask
with the current WebGLRenderingContext#clearColor, WebGLRenderingContext#clearDepth and WebGLRenderingContext#clearStencil.
Clears the buffers specified in mask
with the current WebGLRenderingContext#clearColor, WebGLRenderingContext#clearDepth and WebGLRenderingContext#clearStencil.
The buffers to clear, a bitmask of one or more of WebGLRenderingContext.COLOR_BUFFER_BIT, WebGLRenderingContext.DEPTH_BUFFER_BIT and WebGLRenderingContext.STENCIL_BUFFER_BIT.
Sets the clear color to use with WebGLRenderingContext#clear.
Sets the clear depth to use with WebGLRenderingContext#clear.
Sets the stencil value to use with WebGLRenderingContext#clear.
Enable and disable writing to the given channels.
Enable and disable writing to the given channels. For each channel, true
will allow writing, false
will prevent it.
Compiles the provided shader.
Compiles the provided shader.
The WebGLRenderingContext#getShaderParameter can be used to determine if this operation succeeded.
Loads a 2-dimensional texture into a texture unit, compressed with the specified algorithm.
Loads a 2-dimensional texture into a texture unit, compressed with the specified algorithm.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format of the compressed data.
the width of the texture image.
the height of the texture image.
the border width. Must be 0.
the compressed image data.
Loads a 2-dimensional texture subimage into a texture unit, compressed with the specified algorithm.
Loads a 2-dimensional texture subimage into a texture unit, compressed with the specified algorithm.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the width of the texture image.
the height of the texture image.
the compressed image data.
Loads a 2-dimensional texture into a texture unit from the current framebuffer.
Loads a 2-dimensional texture into a texture unit from the current framebuffer.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format of the data. May be WebGLRenderingContext.ALPHA, WebGLRenderingContext.LUMINANCE, WebGLRenderingContext.LUMINANCE_ALPHA, WebGLRenderingContext.RGB, or WebGLRenderingContext.RGBA.
the window coordinates of the lower left corner of the framebuffer.
the window coordinates of the lower left corner of the framebuffer.
the width of the texture image.
the height of the texture image.
the border width. Must be 0.
Loads a 2-dimensional texture subimage into a texture unit from the current framebuffer.
Loads a 2-dimensional texture subimage into a texture unit from the current framebuffer.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the window coordinates of the lower left corner of the framebuffer.
the window coordinates of the lower left corner of the framebuffer.
the width of the texture image.
the height of the texture image.
Creates a new WebGLBuffer.
Creates a new WebGLFramebuffer.
Creates a new WebGLProgram.
Creates a new WebGLRenderbuffer.
Creates a new WebGLShader.
Creates a new WebGLTexture.
Set the culling mode for front and back facing polygons.
Set the culling mode for front and back facing polygons.
the culling mode, may be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK. When WebGLRenderingContext.FRONT_AND_BACK is set, no triangles are drawn, however lines and points will.
Flags the specified WebGLBuffer for deletion.
Flags the specified WebGLBuffer for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the buffer, it is not mandatory to call this method.
Flags the specified WebGLFramebuffer for deletion.
Flags the specified WebGLFramebuffer for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the framebuffer, it is not mandatory to call this method.
Flags the specified WebGLProgram for deletion.
Flags the specified WebGLProgram for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the program, it is not mandatory to call this method.
Flags the specified WebGLRenderbuffer for deletion.
Flags the specified WebGLRenderbuffer for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the renderbuffer, it is not mandatory to call this method.
Flags the specified WebGLShader for deletion.
Flags the specified WebGLShader for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the shader, it is not mandatory to call this method.
Flags the specified WebGLTexture for deletion.
Flags the specified WebGLTexture for deletion. When it is no longer used by the WebGL system it will be deleted.
Note: garbage collection will also delete the texture, it is not mandatory to call this method.
Set the function used to discard fragments.
Set the function used to discard fragments. When depth testing is enabled, the fragment depth is compared with the current depth, and is allowed onto the framebuffer.
the function to allow the fragment to be drawn. Values are WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.EQUAL, WebGLRenderingContext.LEQUAL WebGLRenderingContext.GREATER, WebGLRenderingContext.NOTEQUAL, WebGLRenderingContext.GEQUAL, and WebGLRenderingContext.ALWAYS.
Enables/disables writing to the depth buffer.
Enables/disables writing to the depth buffer.
when false
, depth writing is disabled, otherwise it is enabled.
Sets the mapping from normalized device coordinates to window coordinates.
Sets the mapping from normalized device coordinates to window coordinates. "normalized device coordinates" in this context really means "normalized depth map values".
note there is no requirement that zNear < zFar.
Both parameters are clamped to -1 .. 1
the near clipping plane, initially 0.
the far clipping plane, initially 1
Detaches a WebGLShader from a WebGLProgram.
Detaches a WebGLShader from a WebGLProgram.
If the shader has been flagged as deleted by a call to WebGLRenderingContext#deleteShader, it will be deleted.
Disables a GL capability.
Disables a GL capability.
the capability to disable. May be WebGLRenderingContext.BLEND, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DITHER, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.SAMPLE_ALPHA_TO_COVERAGE, WebGLRenderingContext.SAMPLE_COVERAGE, WebGLRenderingContext.SCISSOR_TEST, or WebGLRenderingContext.STENCIL_TEST.
Disables the generic vertex attribute array specified by index.
Renders the primitives in the active arrays.
Renders the primitives in the active arrays.
the kind of primitives to render. May be WebGLRenderingContext.POINTS, WebGLRenderingContext.LINES, WebGLRenderingContext.LINE_STRIP, WebGLRenderingContext.LINE_LOOP, WebGLRenderingContext.TRIANGLES, WebGLRenderingContext.TRIANGLE_STRIP, WebGLRenderingContext.TRIANGLE_FAN, or WebGLRenderingContext.TRIANGLES
the starting index into the arrays.
the number of indices to draw.
Renders the primitives in the active arrays using an WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to index them.
Renders the primitives in the active arrays using an WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to index them.
the kind of primitives to render. May be WebGLRenderingContext.POINTS, WebGLRenderingContext.LINES, WebGLRenderingContext.LINE_STRIP, WebGLRenderingContext.LINE_LOOP, WebGLRenderingContext.TRIANGLES, WebGLRenderingContext.TRIANGLE_STRIP, WebGLRenderingContext.TRIANGLE_FAN, or WebGLRenderingContext.TRIANGLES
the number of elements to render.
the type of index value in the WebGLRenderingContext.ELEMENT_ARRAY_BUFFER. May be WebGLRenderingContext.UNSIGNED_BYTE or WebGLRenderingContext.UNSIGNED_SHORT
the offset into the WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to begin drawing from.
The actual height of the drawing buffer.
The actual height of the drawing buffer. This may be different than the underlying HTMLCanvasElement height.
The actual width of the drawing buffer.
The actual width of the drawing buffer. This may be different than the underlying HTMLCanvasElement width.
Enables a GL capability.
Enables a GL capability.
the capability to enable. May be WebGLRenderingContext.BLEND, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DITHER, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.SAMPLE_ALPHA_TO_COVERAGE, WebGLRenderingContext.SAMPLE_COVERAGE, WebGLRenderingContext.SCISSOR_TEST, or WebGLRenderingContext.STENCIL_TEST.
Enables the generic vertex attribute array specified by index.
Block until all GL execution is complete.
Force all pending GL execution to complete as soon as possible.
Attach a WebGLRenderbuffer to a WebGLFramebuffer.
Attach a WebGLRenderbuffer to a WebGLFramebuffer.
the attachment point on the framebuffer to attach the renderbuffer. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.
the renderbuffer to attach.
Attach a WebGLTexture to a WebGLFramebuffer.
Attach a WebGLTexture to a WebGLFramebuffer.
the attachment point on the framebuffer to attach the texture. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.
the texture target. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the texture to be attached
the miplevel to be attached
Specifies the winding that is considered front-facing for the purposes of CULL_FACE.
Specifies the winding that is considered front-facing for the purposes of CULL_FACE.
The winding to consider front-facing. May be WebGLRenderingContext.CW or WebGLRenderingContext.CCW
Generate the complete set of mipmaps for the active texture derived from level 0.
Generate the complete set of mipmaps for the active texture derived from level 0.
the texture target, may be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP.
Returns a new WebGLActiveInfo object describing the given attribute at index
.
Returns a new WebGLActiveInfo object describing the given uniform at index
.
Returns a new array containing the shaders attached to the given program.
Returns the index of the named attribute, or -1 on error.
Returns the value of the requested parameter for a buffer.
Returns the value of the requested parameter for a buffer.
Returns null
if isContextLost would return false
, otherwise returns a copy of the context parameters.
Returns the error value, and resets the error to WebGLRenderingContext.NO_ERROR.
Returns the error value, and resets the error to WebGLRenderingContext.NO_ERROR.
Only the first error is recorded, new errors are not stored until the error value is reset to WebGLRenderingContext.NO_ERROR by a call to this method.
Returns an object for the named extension, or null
if no such extension exists.
Returns an object for the named extension, or null
if no such extension exists.
the name of the extension
Returns the value for the given parameter name on for the target and attachment.
Returns the value for the given parameter name on for the target and attachment. The return type is dependent on the requested parameter.
must be FRAMEBUFFER
the attachment to examine. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.
the framebuffer attachment parameter. May be WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, or WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
Returns the value for the given pname
.
Returns the value for the given pname
. Returns a value who's type depends on the requested parameter.
The parameter to query. May be WebGLRenderingContext.ACTIVE_TEXTURE, WebGLRenderingContext.ALIASED_LINE_WIDTH_RANGE, WebGLRenderingContext.ALIASED_POINT_SIZE_RANGE,
WebGLRenderingContext.ALPHA_BITS, WebGLRenderingContext.ARRAY_BUFFER_BINDING, WebGLRenderingContext.BLEND, WebGLRenderingContext.BLEND_COLOR, WebGLRenderingContext.BLEND_DST_ALPHA, WebGLRenderingContext.BLEND_DST_RGB,
WebGLRenderingContext.BLEND_EQUATION_ALPHA, WebGLRenderingContext.BLEND_EQUATION_RGB, WebGLRenderingContext.BLEND_SRC_ALPHA, WebGLRenderingContext.BLEND_SRC_RGB, WebGLRenderingContext.BLUE_BITS, WebGLRenderingContext.COLOR_CLEAR_VALUE,
WebGLRenderingContext.COLOR_WRITEMASK, WebGLRenderingContext.COMPRESSED_TEXTURE_FORMATS, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.CULL_FACE_MODE, WebGLRenderingContext.CURRENT_PROGRAM, WebGLRenderingContext.DEPTH_BITS,
WebGLRenderingContext.DEPTH_CLEAR_VALUE, WebGLRenderingContext.DEPTH_FUNC, DEPTH-RANGE
, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DEPTH_WRITEMASK, WebGLRenderingContext.DITHER, WebGLRenderingContext.ELEMENT_ARRAY_BUFFER_BINDING,
WebGLRenderingContext.FRAMEBUFFER_BINDING, WebGLRenderingContext.FRONT_FACE, WebGLRenderingContext.GENERATE_MIPMAP_HINT, WebGLRenderingContext.GREEN_BITS, WebGLRenderingContext.LINE_WIDTH, WebGLRenderingContext.MAX_COMBINED_TEXTURE_IMAGE_UNITS,
WebGLRenderingContext.MAX_CUBE_MAP_TEXTURE_SIZE, WebGLRenderingContext.MAX_FRAGMENT_UNIFORM_VECTORS, WebGLRenderingContext.MAX_RENDERBUFFER_SIZE, WebGLRenderingContext.MAX_TEXTURE_IMAGE_UNITS, WebGLRenderingContext.MAX_TEXTURE_SIZE,
WebGLRenderingContext.MAX_VARYING_VECTORS, WebGLRenderingContext.MAX_VERTEX_ATTRIBS, WebGLRenderingContext.MAX_VERTEX_TEXTURE_IMAGE_UNITS, WebGLRenderingContext.MAX_VERTEX_UNIFORM_VECTORS,
WebGLRenderingContext.MAX_VIEWPORT_DIMS, WebGLRenderingContext.PACK_ALIGNMENT, WebGLRenderingContext.POLYGON_OFFSET_FACTOR, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.POLYGON_OFFSET_UNITS,
WebGLRenderingContext.RED_BITS, WebGLRenderingContext.RENDERBUFFER_BINDING, WebGLRenderingContext.RENDERER, WebGLRenderingContext.SAMPLE_BUFFERS, WebGLRenderingContext.SAMPLE_COVERAGE_INVERT, WebGLRenderingContext.SAMPLE_COVERAGE_VALUE,
WebGLRenderingContext.SAMPLES, WebGLRenderingContext.SCISSOR_BOX, WebGLRenderingContext.SCISSOR_TEST, WebGLRenderingContext.SHADING_LANGUAGE_VERSION, WebGLRenderingContext.STENCIL_BACK_FAIL, WebGLRenderingContext.STENCIL_BACK_FUNC,
WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_FAIL, WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_PASS, WebGLRenderingContext.STENCIL_BACK_REF, WebGLRenderingContext.STENCIL_BACK_VALUE_MASK,
WebGLRenderingContext.STENCIL_BACK_WRITEMASK, WebGLRenderingContext.STENCIL_BITS, WebGLRenderingContext.STENCIL_CLEAR_VALUE, WebGLRenderingContext.STENCIL_FAIL, WebGLRenderingContext.STENCIL_FUNC, WebGLRenderingContext.STENCIL_PASS_DEPTH_FAIL,
WebGLRenderingContext.STENCIL_PASS_DEPTH_PASS, WebGLRenderingContext.STENCIL_REF, WebGLRenderingContext.STENCIL_TEST, WebGLRenderingContext.STENCIL_VALUE_MASK, WebGLRenderingContext.STENCIL_WRITEMASK, WebGLRenderingContext.SUBPIXEL_BITS,
WebGLRenderingContext.TEXTURE_BINDING_2D, WebGLRenderingContext.TEXTURE_BINDING_CUBE_MAP, WebGLRenderingContext.UNPACK_ALIGNMENT, WebGLRenderingContext.UNPACK_COLORSPACE_CONVERSION_WEBGL, WebGLRenderingContext.UNPACK_FLIP_Y_WEBGL,
WebGLRenderingContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL, WebGLRenderingContext.VENDOR, WebGLRenderingContext.VERSION or WebGLRenderingContext.VIEWPORT.
Returns a string containing information about the last link or validation operation for a program.
Returns the value for the given parameter name for the program.
Returns the value for the given parameter name for the program. The return type is dependent on the requested parameter.
the program to query.
the parameter to get, may be one of WebGLRenderingContext.DELETE_STATUS, WebGLRenderingContext.LINK_STATUS, WebGLRenderingContext.VALIDATE_STATUS, WebGLRenderingContext.ATTACHED_SHADERS, WebGLRenderingContext.ACTIVE_ATTRIBUTES, or WebGLRenderingContext.ACTIVE_UNIFORMS.
Returns the value of a parameter on the active renderbuffer.
Returns the value of a parameter on the active renderbuffer. The return type is dependent on the requested parameter.
the parameter to query, may be WebGLRenderingContext.RENDERBUFFER_WIDTH, WebGLRenderingContext.RENDERBUFFER_HEIGHT, WebGLRenderingContext.RENDERBUFFER_INTERNAL_FORMAT, WebGLRenderingContext.RENDERBUFFER_RED_SIZE, WebGLRenderingContext.RENDERBUFFER_GREEN_SIZE, WebGLRenderingContext.RENDERBUFFER_BLUE_SIZE, WebGLRenderingContext.RENDERBUFFER_ALPHA_SIZE, WebGLRenderingContext.RENDERBUFFER_STENCIL_SIZE, or WebGLRenderingContext.RENDERBUFFER_DEPTH_SIZE
Returns the information log from the last compile of the shader.
Returns the value of a parameter on the specified WebGLShader.
Returns the value of a parameter on the specified WebGLShader. The return type is dependent on the requested parameter.
the shader to query
the parameter to get, may be one of WebGLRenderingContext.SHADER_TYPE, WebGLRenderingContext.DELETE_STATUS or WebGLRenderingContext.COMPILE_STATUS
Returns a new WebGLShaderPrecisionFormat for the given shader type and precision type.
Returns a new WebGLShaderPrecisionFormat for the given shader type and precision type.
the type of shader, may be WebGLRenderingContext.FRAGMENT_SHADER or WebGLRenderingContext.VERTEX_SHADER.
the precision type to query, may be WebGLRenderingContext.LOW_FLOAT, WebGLRenderingContext.MEDIUM_FLOAT, WebGLRenderingContext.HIGH_FLOAT, WebGLRenderingContext.LOW_INT, WebGLRenderingContext.MEDIUM_INT, or WebGLRenderingContext.HIGH_INT.
Returns the source of the given shader.
Returns an array of strings naming supported WebGL extensions.
Returns the value of the given texture parameter on the target of the active texture.
Returns the value of the given texture parameter on the target of the active texture.
the target to query. May be either WebGLRenderingContext.TEXTURE_2D or TEXTURE_CUBE_MAP'.
the parameter to query. May be either WebGLRenderingContext.TEXTURE_MAG_FILTER, WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T.
Returns the value of the uniform in the given program and location.
Returns the value of the uniform in the given program and location. The return type is dependent on the uniform type.
Returns a new WebGLUniformLocation that represents the location of the given uniform in the specified program.
Returns a new WebGLUniformLocation that represents the location of the given uniform in the specified program.
If the uniform does not exist, or another error occurs, returns null
.
Returns the value of the named parameter for a given vertex attribute index.
Returns the value of the named parameter for a given vertex attribute index.
the index of the vertex attribute to query.
the requested parameter, may be WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_ENABLED, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_SIZE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_STRIDE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_TYPE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_NORMALIZED, WebGLRenderingContext.CURRENT_VERTEX_ATTRIB
Returns the offset of the vertex attribute.
Returns the offset of the vertex attribute.
the index of the vertex attribute to retrieve
Specifies implementation specific hints.
Specifies implementation specific hints.
the hint to specify. Must be WebGLRenderingContext.GENERATE_MIPMAP_HINT
the desired mode. Must be one of WebGLRenderingContext.FASTEST, WebGLRenderingContext.NICEST, or WebGLRenderingContext.DONT_CARE.
Returns true
if the buffer
is valid, false
otherwise.
Returns true
if the context has been lost, false
otherwise.
Returns true
if the specified capability is enabled, false
otherwise.
Returns true
if the specified capability is enabled, false
otherwise.
Returns true
if the framebuffer
is valid, false
otherwise.
Returns true
if the program
is valid, false
otherwise.
Returns true
if the renderbuffer
is valid, false
otherwise.
Returns true
if the shader
is valid, false
otherwise.
Returns true
if the texture
is valid, false
otherwise.
Specifies the line width.
Attempts to link the specified WebGLProgram.
Sets the pixel store mode, used when copying image data such as framebuffers or textures.
Sets the pixel store mode, used when copying image data such as framebuffers or textures.
Specifies the polygon offset.
Specifies the polygon offset. When WebGLRenderingContext.POLYGON_OFFSET_FILL is enabled, depth values for a fragment have an offset applied
to them, calculated as factor
*DZ + r*units
, where DZ is the change in z based on the polygon's screen area, and r is the minimum value that
is guaranteed produce a measurable offset.
Reads pixels from the framebuffer into pixels
.
Reads pixels from the framebuffer into pixels
.
the x coordinate of the bottom left of the area to read.
the y coordinate of the bottom left of the area to read.
the width of the area to read.
the height of the area to read.
the format of the desired output. Must be one of WebGLRenderingContext.UNSIGNED_BYTE, WebGLRenderingContext.UNSIGNED_SHORT_4_4_4_4, WebGLRenderingContext.UNSIGNED_SHORT_5_5_5_1, WebGLRenderingContext.UNSIGNED_SHORT_5_6_5
Create renderbuffer image storage.
Create renderbuffer image storage.
Initializes the renderbuffer to use the new storage format, replacing any previous store.
specifies the format of the renderbuffer. May be one of WebGLRenderingContext.RGBA4, WebGLRenderingContext.RGB565, WebGLRenderingContext.RGB5_A1, WebGLRenderingContext.DEPTH_COMPONENT16, WebGLRenderingContext.STENCIL_INDEX8 or WebGLRenderingContext.DEPTH_STENCIL.
Sets the sampling coverage parameters for primitive antialiasing.
Sets the sampling coverage parameters for primitive antialiasing.
The OpenGL multisampling algorithm is too involved to concisely explain here. Please consult http://www.opengl.org/registry/specs/SGIS/multisample.txt.
the sample coverage value, clamped to 0..1.
if true, the mask will be bitwise-inverted.
Sets the scissor rectangle.
Sets the scissor rectangle. When WebGLRenderingContext.SCISSOR_TEST is enabled, rendering will be restricted to this rectangle.
Sets the GLSL source for the given shader.
Sets the stencil test for front and back faces.
Sets the stencil test for front and back faces.
the test function. One of WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.LEQUAL, WebGLRenderingContext.GREATER, WebGLRenderingContext.GEQUAL, WebGLRenderingContext.EQUAL, WebGLRenderingContext.NOTEQUAL, and WebGLRenderingContext.ALWAYS
the reference value to test against in the stencil buffer
mask that is ANDed with ref
and the tested value and stored in the stencil buffer.
Sets the stencil test for the given face type.
Sets the stencil test for the given face type.
the face(s) to configure the test for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.
the test function. One of WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.LEQUAL, WebGLRenderingContext.GREATER, WebGLRenderingContext.GEQUAL, WebGLRenderingContext.EQUAL, WebGLRenderingContext.NOTEQUAL, and WebGLRenderingContext.ALWAYS
the reference value to test against in the stencil buffer
mask that is ANDed with ref
and the tested value and stored in the stencil buffer.
Configure which bits in the stencil buffer may be written to by front or back faces.
Configure which bits in the stencil buffer may be written to by front or back faces.
the write mask. Set bits are allowed to be written to the corresponding stencil buffer bit.
Configure which bits in the stencil buffer may be written to by the given face type.
Configure which bits in the stencil buffer may be written to by the given face type.
the face(s) to configure the mask for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.
the write mask. Set bits are allowed to be written to the corresponding stencil buffer bit.
Configure the effect of a stencil or depth test failing for front or back faces.
Configure the effect of a stencil or depth test failing for front or back faces.
the effect of the stencil test failing. May be one of WebGLRenderingContext.KEEP, WebGLRenderingContext.ZERO, WebGLRenderingContext.REPLACE, WebGLRenderingContext.INCR, WebGLRenderingContext.INCR_WRAP, WebGLRenderingContext.DECR, WebGLRenderingContext.DECR_WRAP, and WebGLRenderingContext.INVERT
the effect of the stencil test passing but the depth test failing. Parameters are as fail.
the effect of the stencil test failing but the depth test passing. Parameters are as fail.
Configure the effect of a stencil or depth test failing for the specified faces.
Configure the effect of a stencil or depth test failing for the specified faces.
the face(s) to configure the stencil operation for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.
the effect of the stencil test failing. May be one of WebGLRenderingContext.KEEP, WebGLRenderingContext.ZERO, WebGLRenderingContext.REPLACE, WebGLRenderingContext.INCR, WebGLRenderingContext.INCR_WRAP, WebGLRenderingContext.DECR, WebGLRenderingContext.DECR_WRAP, and WebGLRenderingContext.INVERT
the effect of the stencil test passing but the depth test failing. Parameters are as fail.
the effect of the stencil test failing but the depth test passing. Parameters are as fail.
Loads a 2-dimensional texture into a texture unit from an HTMLVideoElement object.
Loads a 2-dimensional texture into a texture unit from an HTMLVideoElement object.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format to store the image.
the source image data.
Loads a 2-dimensional texture into a texture unit from an HTMLCanvasElement object.
Loads a 2-dimensional texture into a texture unit from an HTMLCanvasElement object.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format to store the image.
the source image data.
Loads a 2-dimensional texture into a texture unit from an HTMLImageElement object.
Loads a 2-dimensional texture into a texture unit from an HTMLImageElement object.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format to store the image.
the source image data.
Loads a 2-dimensional texture into a texture unit from an ImageData object.
Loads a 2-dimensional texture into a texture unit from an ImageData object.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format to store the image.
the source image data.
Loads a 2-dimensional texture into a texture unit from source data.
Loads a 2-dimensional texture into a texture unit from source data.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the format the image is stored in.
the width of the texture image.
the height of the texture image.
the border width. Must be 0.
the source image data.
Sets the texture parameter for the active texture unit.
Sets the texture parameter for the active texture unit.
the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T
the value to set. See the corresponding parameters for valid values.
Sets the texture parameter for the active texture unit.
Sets the texture parameter for the active texture unit.
the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T
the value to set. See the corresponding parameters for valid values.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLVideoElement
.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLVideoElement
.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the image data.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLCanvasElement
.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLCanvasElement
.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the image data.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLImageElement
.
Loads a 2-dimensional texture subimage into a texture unit from an HTMLImageElement
.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the image data.
Loads a 2-dimensional texture subimage into a texture unit from an ImageData
object.
Loads a 2-dimensional texture subimage into a texture unit from an ImageData
object.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the image data.
Loads a 2-dimensional texture subimage into a texture unit from an ArrayBufferView.
Loads a 2-dimensional texture subimage into a texture unit from an ArrayBufferView.
the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z
the mipmap level of detail. 0 is the base image.
the x texel offset into the texture image.
the y texel offset into the texture image.
the width of the texture image.
the height of the texture image.
the image data.
Loads a a scalar float into a WebGLUniformLocation.
Loads a a scalar float into a WebGLUniformLocation.
the location to bind.
the scalar to bind to.
Loads a a scalar float into a WebGLUniformLocation.
Loads a a scalar float into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to.
Loads a a scalar float into a WebGLUniformLocation.
Loads a a scalar float into a WebGLUniformLocation.
the location to bind.
a Float32Array to bind to
Loads a a scalar integer into a WebGLUniformLocation.
Loads a a scalar integer into a WebGLUniformLocation.
the location to bind.
the scalar to bind to.
Loads a a scalar integer into a WebGLUniformLocation.
Loads a a scalar integer into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to
Loads a a scalar integer into a WebGLUniformLocation.
Loads a a scalar integer into a WebGLUniformLocation.
the location to bind.
an Int32Array to bind to
Loads a a 2-vector of floats into a WebGLUniformLocation.
Loads a a 2-vector of floats into a WebGLUniformLocation.
the location to bind.
the first float component
the second float component
Loads a a 2-vector of floats
Loads a a 2-vector of floats
the location to bind into a WebGLUniformLocation.
a js.Array to bind to.
Loads a a 2-vector of floats into a WebGLUniformLocation.
Loads a a 2-vector of floats into a WebGLUniformLocation.
the location to bind.
a Float32Array to bind to
Loads a a 2-vector of integers into a WebGLUniformLocation.
Loads a a 2-vector of integers into a WebGLUniformLocation.
the location to bind.
the first integer component
the second integer component
Loads a a 2-vector of integers into a WebGLUniformLocation.
Loads a a 2-vector of integers into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to
Loads a a 2-vector of integers into a WebGLUniformLocation.
Loads a a 2-vector of integers into a WebGLUniformLocation.
the location to bind.
an Int32Array to bind to
Loads a a 3-vector of floats into a WebGLUniformLocation.
Loads a a 3-vector of floats into a WebGLUniformLocation.
the location to bind.
the first float component.
the second float component.
the third float component.
Loads a a 3-vector of floats into a WebGLUniformLocation.
Loads a a 3-vector of floats into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to.
Loads a a 3-vector of floats into a WebGLUniformLocation.
Loads a a 3-vector of floats into a WebGLUniformLocation.
the location to bind.
a Float32Array to bind to
Loads a a 3-vector of integers into a WebGLUniformLocation.
Loads a a 3-vector of integers into a WebGLUniformLocation.
the location to bind.
the first integer component
the second integer component
the third integer component
Loads a a 3-vector of integers into a WebGLUniformLocation.
Loads a a 3-vector of integers into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to
Loads a a 3-vector of integers into a WebGLUniformLocation.
Loads a a 3-vector of integers into a WebGLUniformLocation.
the location to bind.
an Int32Array to bind to
Loads a a 4-vector of floats into a WebGLUniformLocation.
Loads a a 4-vector of floats into a WebGLUniformLocation.
the location to bind.
the first float component.
the second float component.
the third float component.
the fourth float component.
Loads a a 4-vector of floats into a WebGLUniformLocation.
Loads a a 4-vector of floats into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to.
Loads a a 4-vector of floats into a WebGLUniformLocation.
Loads a a 4-vector of floats into a WebGLUniformLocation.
the location to bind.
a Float32Array to bind to
Loads a a 4-vector of integers into a WebGLUniformLocation.
Loads a a 4-vector of integers into a WebGLUniformLocation.
the location to bind.
the first integer component
the second integer component
the third integer component
the third integer component
Loads a a 4-vector of integers into a WebGLUniformLocation.
Loads a a 4-vector of integers into a WebGLUniformLocation.
the location to bind.
a js.Array to bind to
Loads a a 4-vector of integers into a WebGLUniformLocation.
Loads a a 4-vector of integers into a WebGLUniformLocation.
the location to bind.
an Int32Array to bind to
Loads a a 4x2 matrix into a WebGLUniformLocation.
Loads a a 4x2 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source js.Array
containing the matrix data.
Loads a a 4x2 matrix into a WebGLUniformLocation.
Loads a a 4x2 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source Float32Array containing the matrix data.
Loads a a 4x3 matrix into a WebGLUniformLocation.
Loads a a 4x3 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source js.Array
containing the matrix data.
Loads a a 4x3 matrix into a WebGLUniformLocation.
Loads a a 4x3 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source Float32Array containing the matrix data.
Loads a a 4x4 matrix into a WebGLUniformLocation.
Loads a a 4x4 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source js.Array
containing the matrix data.
Loads a a 4x4 matrix into a WebGLUniformLocation.
Loads a a 4x4 matrix into a WebGLUniformLocation.
the location to bind.
if true
, the matrix will loaded into the uniform transposed.
the source Float32Array containing the matrix data.
Makes a WebGLProgram become the active program.
Validates a WebGLProgram.
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
the index of the attribute.
the scalar to load.
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 2-vector into a vertex attribute.
Loads a 2-vector into a vertex attribute.
the index of the attribute.
the first component.
the second component.
Loads a 2-vector into a vertex attribute.
Loads a 2-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 2-vector into a vertex attribute.
Loads a 2-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 3-vector into a vertex attribute.
Loads a 3-vector into a vertex attribute.
the index of the attribute.
the first component.
the second component.
the third component.
Loads a 3-vector into a vertex attribute.
Loads a 3-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 3-vector into a vertex attribute.
Loads a 3-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 4-vector into a vertex attribute.
Loads a 4-vector into a vertex attribute.
the index of the attribute.
the first component.
the second component.
the third component.
the fourth component.
Loads a 4-vector into a vertex attribute.
Loads a 4-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Loads a 4-vector into a vertex attribute.
Loads a 4-vector into a vertex attribute.
the index of the attribute.
the source array for the attribute.
Defines an array of generic vertex attribute data.
Defines an array of generic vertex attribute data.
the index of the attribute
the number of components per attribute. Must be 1..4
the datatype for each component, may be WebGLRenderingContext.BYTE, WebGLRenderingContext.UNSIGNED_BYTE, WebGLRenderingContext.SHORT, WebGLRenderingContext.UNSIGNED_SHORT, or WebGLRenderingContext.FLOAT.
if true
, values are normalized on access, otherwise they are converted to fixed point values on access.
the gap between attributes. 0 would be packed together.
the offset to the first component in the array.
Sets the OpenGL viewport to render within.