RenderingContext class

Annotations
  • DomName('WebGLRenderingContext')
  • SupportedBrowser(SupportedBrowser.CHROME)
  • SupportedBrowser(SupportedBrowser.FIREFOX)
  • Experimental()
  • Unstable()
Implements

Constants

ACTIVE_ATTRIBUTES = 0x8B89
ACTIVE_TEXTURE = 0x84E0
ACTIVE_UNIFORMS = 0x8B86
ALIASED_LINE_WIDTH_RANGE = 0x846E
ALIASED_POINT_SIZE_RANGE = 0x846D
ALPHA = 0x1906
ALPHA_BITS = 0x0D55
ALWAYS = 0x0207
ARRAY_BUFFER = 0x8892
ARRAY_BUFFER_BINDING = 0x8894
ATTACHED_SHADERS = 0x8B85
BACK = 0x0405
BLEND = 0x0BE2
BLEND_COLOR = 0x8005
BLEND_DST_ALPHA = 0x80CA
BLEND_DST_RGB = 0x80C8
BLEND_EQUATION = 0x8009
BLEND_EQUATION_ALPHA = 0x883D
BLEND_EQUATION_RGB = 0x8009
BLEND_SRC_ALPHA = 0x80CB
BLEND_SRC_RGB = 0x80C9
BLUE_BITS = 0x0D54
BOOL = 0x8B56
BOOL_VEC2 = 0x8B57
BOOL_VEC3 = 0x8B58
BOOL_VEC4 = 0x8B59
BROWSER_DEFAULT_WEBGL = 0x9244
BUFFER_SIZE = 0x8764
BUFFER_USAGE = 0x8765
BYTE = 0x1400
CCW = 0x0901
CLAMP_TO_EDGE = 0x812F
COLOR_ATTACHMENT0 = 0x8CE0
COLOR_BUFFER_BIT = 0x00004000
COLOR_CLEAR_VALUE = 0x0C22
COLOR_WRITEMASK = 0x0C23
COMPILE_STATUS = 0x8B81
COMPRESSED_TEXTURE_FORMATS = 0x86A3
CONSTANT_ALPHA = 0x8003
CONSTANT_COLOR = 0x8001
CONTEXT_LOST_WEBGL = 0x9242
CULL_FACE = 0x0B44
CULL_FACE_MODE = 0x0B45
CURRENT_PROGRAM = 0x8B8D
CURRENT_VERTEX_ATTRIB = 0x8626
CW = 0x0900
DECR = 0x1E03
DECR_WRAP = 0x8508
DELETE_STATUS = 0x8B80
DEPTH_ATTACHMENT = 0x8D00
DEPTH_BITS = 0x0D56
DEPTH_BUFFER_BIT = 0x00000100
DEPTH_CLEAR_VALUE = 0x0B73
DEPTH_COMPONENT = 0x1902
DEPTH_COMPONENT16 = 0x81A5
DEPTH_FUNC = 0x0B74
DEPTH_RANGE = 0x0B70
DEPTH_STENCIL = 0x84F9
DEPTH_STENCIL_ATTACHMENT = 0x821A
DEPTH_TEST = 0x0B71
DEPTH_WRITEMASK = 0x0B72
DITHER = 0x0BD0
DONT_CARE = 0x1100
DST_ALPHA = 0x0304
DST_COLOR = 0x0306
DYNAMIC_DRAW = 0x88E8
ELEMENT_ARRAY_BUFFER = 0x8893
ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
EQUAL = 0x0202
FASTEST = 0x1101
FLOAT = 0x1406
FLOAT_MAT2 = 0x8B5A
FLOAT_MAT3 = 0x8B5B
FLOAT_MAT4 = 0x8B5C
FLOAT_VEC2 = 0x8B50
FLOAT_VEC3 = 0x8B51
FLOAT_VEC4 = 0x8B52
FRAGMENT_SHADER = 0x8B30
FRAMEBUFFER = 0x8D40
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2
FRAMEBUFFER_BINDING = 0x8CA6
FRAMEBUFFER_COMPLETE = 0x8CD5
FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6
FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7
FRAMEBUFFER_UNSUPPORTED = 0x8CDD
FRONT = 0x0404
FRONT_AND_BACK = 0x0408
FRONT_FACE = 0x0B46
FUNC_ADD = 0x8006
FUNC_REVERSE_SUBTRACT = 0x800B
FUNC_SUBTRACT = 0x800A
GENERATE_MIPMAP_HINT = 0x8192
GEQUAL = 0x0206
GREATER = 0x0204
GREEN_BITS = 0x0D53
HIGH_FLOAT = 0x8DF2
HIGH_INT = 0x8DF5
IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B
IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A
INCR = 0x1E02
INCR_WRAP = 0x8507
INT = 0x1404
INT_VEC2 = 0x8B53
INT_VEC3 = 0x8B54
INT_VEC4 = 0x8B55
INVALID_ENUM = 0x0500
INVALID_FRAMEBUFFER_OPERATION = 0x0506
INVALID_OPERATION = 0x0502
INVALID_VALUE = 0x0501
INVERT = 0x150A
KEEP = 0x1E00
LEQUAL = 0x0203
LESS = 0x0201
LINEAR = 0x2601
LINEAR_MIPMAP_LINEAR = 0x2703
LINEAR_MIPMAP_NEAREST = 0x2701
LINES = 0x0001
LINE_LOOP = 0x0002
LINE_STRIP = 0x0003
LINE_WIDTH = 0x0B21
LOW_FLOAT = 0x8DF0
LOW_INT = 0x8DF3
LUMINANCE = 0x1909
LUMINANCE_ALPHA = 0x190A
MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D
MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
MAX_RENDERBUFFER_SIZE = 0x84E8
MAX_TEXTURE_IMAGE_UNITS = 0x8872
MAX_TEXTURE_SIZE = 0x0D33
MAX_VARYING_VECTORS = 0x8DFC
MAX_VERTEX_ATTRIBS = 0x8869
MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C
MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB
MAX_VIEWPORT_DIMS = 0x0D3A
MEDIUM_FLOAT = 0x8DF1
MEDIUM_INT = 0x8DF4
MIRRORED_REPEAT = 0x8370
NEAREST = 0x2600
NEAREST_MIPMAP_LINEAR = 0x2702
NEAREST_MIPMAP_NEAREST = 0x2700
NEVER = 0x0200
NICEST = 0x1102
NONE = 0
NOTEQUAL = 0x0205
NO_ERROR = 0
ONE = 1
ONE_MINUS_CONSTANT_ALPHA = 0x8004
ONE_MINUS_CONSTANT_COLOR = 0x8002
ONE_MINUS_DST_ALPHA = 0x0305
ONE_MINUS_DST_COLOR = 0x0307
ONE_MINUS_SRC_ALPHA = 0x0303
ONE_MINUS_SRC_COLOR = 0x0301
OUT_OF_MEMORY = 0x0505
PACK_ALIGNMENT = 0x0D05
POINTS = 0x0000
POLYGON_OFFSET_FACTOR = 0x8038
POLYGON_OFFSET_FILL = 0x8037
POLYGON_OFFSET_UNITS = 0x2A00
RED_BITS = 0x0D52
RENDERBUFFER = 0x8D41
RENDERBUFFER_ALPHA_SIZE = 0x8D53
RENDERBUFFER_BINDING = 0x8CA7
RENDERBUFFER_BLUE_SIZE = 0x8D52
RENDERBUFFER_DEPTH_SIZE = 0x8D54
RENDERBUFFER_GREEN_SIZE = 0x8D51
RENDERBUFFER_HEIGHT = 0x8D43
RENDERBUFFER_INTERNAL_FORMAT = 0x8D44
RENDERBUFFER_RED_SIZE = 0x8D50
RENDERBUFFER_STENCIL_SIZE = 0x8D55
RENDERBUFFER_WIDTH = 0x8D42
RENDERER = 0x1F01
REPEAT = 0x2901
REPLACE = 0x1E01
RGB = 0x1907
RGB565 = 0x8D62
RGB5_A1 = 0x8057
RGBA = 0x1908
RGBA4 = 0x8056
SAMPLER_2D = 0x8B5E
SAMPLER_CUBE = 0x8B60
SAMPLES = 0x80A9
SAMPLE_ALPHA_TO_COVERAGE = 0x809E
SAMPLE_BUFFERS = 0x80A8
SAMPLE_COVERAGE = 0x80A0
SAMPLE_COVERAGE_INVERT = 0x80AB
SAMPLE_COVERAGE_VALUE = 0x80AA
SCISSOR_BOX = 0x0C10
SCISSOR_TEST = 0x0C11
SHADER_TYPE = 0x8B4F
SHADING_LANGUAGE_VERSION = 0x8B8C
SHORT = 0x1402
SRC_ALPHA = 0x0302
SRC_ALPHA_SATURATE = 0x0308
SRC_COLOR = 0x0300
STATIC_DRAW = 0x88E4
STENCIL_ATTACHMENT = 0x8D20
STENCIL_BACK_FAIL = 0x8801
STENCIL_BACK_FUNC = 0x8800
STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802
STENCIL_BACK_PASS_DEPTH_PASS = 0x8803
STENCIL_BACK_REF = 0x8CA3
STENCIL_BACK_VALUE_MASK = 0x8CA4
STENCIL_BACK_WRITEMASK = 0x8CA5
STENCIL_BITS = 0x0D57
STENCIL_BUFFER_BIT = 0x00000400
STENCIL_CLEAR_VALUE = 0x0B91
STENCIL_FAIL = 0x0B94
STENCIL_FUNC = 0x0B92
STENCIL_INDEX = 0x1901
STENCIL_INDEX8 = 0x8D48
STENCIL_PASS_DEPTH_FAIL = 0x0B95
STENCIL_PASS_DEPTH_PASS = 0x0B96
STENCIL_REF = 0x0B97
STENCIL_TEST = 0x0B90
STENCIL_VALUE_MASK = 0x0B93
STENCIL_WRITEMASK = 0x0B98
STREAM_DRAW = 0x88E0
SUBPIXEL_BITS = 0x0D50
TEXTURE = 0x1702
TEXTURE0 = 0x84C0
TEXTURE1 = 0x84C1
TEXTURE10 = 0x84CA
TEXTURE11 = 0x84CB
TEXTURE12 = 0x84CC
TEXTURE13 = 0x84CD
TEXTURE14 = 0x84CE
TEXTURE15 = 0x84CF
TEXTURE16 = 0x84D0
TEXTURE17 = 0x84D1
TEXTURE18 = 0x84D2
TEXTURE19 = 0x84D3
TEXTURE2 = 0x84C2
TEXTURE20 = 0x84D4
TEXTURE21 = 0x84D5
TEXTURE22 = 0x84D6
TEXTURE23 = 0x84D7
TEXTURE24 = 0x84D8
TEXTURE25 = 0x84D9
TEXTURE26 = 0x84DA
TEXTURE27 = 0x84DB
TEXTURE28 = 0x84DC
TEXTURE29 = 0x84DD
TEXTURE3 = 0x84C3
TEXTURE30 = 0x84DE
TEXTURE31 = 0x84DF
TEXTURE4 = 0x84C4
TEXTURE5 = 0x84C5
TEXTURE6 = 0x84C6
TEXTURE7 = 0x84C7
TEXTURE8 = 0x84C8
TEXTURE9 = 0x84C9
TEXTURE_2D = 0x0DE1
TEXTURE_BINDING_2D = 0x8069
TEXTURE_BINDING_CUBE_MAP = 0x8514
TEXTURE_CUBE_MAP = 0x8513
TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
TEXTURE_MAG_FILTER = 0x2800
TEXTURE_MIN_FILTER = 0x2801
TEXTURE_WRAP_S = 0x2802
TEXTURE_WRAP_T = 0x2803
TRIANGLES = 0x0004
TRIANGLE_FAN = 0x0006
TRIANGLE_STRIP = 0x0005
UNPACK_ALIGNMENT = 0x0CF5
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243
UNPACK_FLIP_Y_WEBGL = 0x9240
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241
UNSIGNED_BYTE = 0x1401
UNSIGNED_INT = 0x1405
UNSIGNED_SHORT = 0x1403
UNSIGNED_SHORT_4_4_4_4 = 0x8033
UNSIGNED_SHORT_5_5_5_1 = 0x8034
UNSIGNED_SHORT_5_6_5 = 0x8363
VALIDATE_STATUS = 0x8B83
VENDOR = 0x1F00
VERSION = 0x1F02
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
VERTEX_SHADER = 0x8B31
VIEWPORT = 0x0BA2
ZERO = 0

Static Properties

supported bool
read-only

Instance Properties

canvas CanvasElement
read-only
drawingBufferHeight int
read-only
drawingBufferWidth int
read-only

Instance Methods

activeTexture(int texture) → void
attachShader(Program program, Shader shader) → void
bindAttribLocation(Program program, int index, String name) → void
bindBuffer(int target, Buffer buffer) → void
bindFramebuffer(int target, Framebuffer framebuffer) → void
bindRenderbuffer(int target, Renderbuffer renderbuffer) → void
bindTexture(int target, Texture texture) → 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
bufferByteData(int target, ByteBuffer data, int usage) → void
bufferData(int target, data_OR_size, int usage) → void
bufferDataTyped(int target, TypedData data, int usage) → void
bufferSubByteData(int target, int offset, ByteBuffer data) → void
bufferSubData(int target, int offset, data) → void
bufferSubDataTyped(int target, int offset, TypedData data) → void
checkFramebufferStatus(int target) → int
clear(int mask) → void
clearColor(num red, num green, num blue, num alpha) → void
clearDepth(num depth) → void
clearStencil(int s) → void
colorMask(bool red, bool green, bool blue, bool alpha) → void
compileShader(Shader shader) → void
compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, TypedData data) → void
compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data) → 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
createBuffer() → Buffer
createFramebuffer() → Framebuffer
createProgram() → Program
createRenderbuffer() → Renderbuffer
createShader(int type) → Shader
createTexture() → Texture
cullFace(int mode) → void
deleteBuffer(Buffer buffer) → void
deleteFramebuffer(Framebuffer framebuffer) → void
deleteProgram(Program program) → void
deleteRenderbuffer(Renderbuffer renderbuffer) → void
deleteShader(Shader shader) → void
deleteTexture(Texture texture) → 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
drawElements(int mode, int count, int type, int offset) → void
enable(int cap) → void
enableVertexAttribArray(int index) → void
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
frontFace(int mode) → void
generateMipmap(int target) → void
getActiveAttrib(Program program, int index) → ActiveInfo
getActiveUniform(Program program, int index) → ActiveInfo
getAttachedShaders(Program program) → List<Shader>
getAttribLocation(Program program, String name) → int
getBufferParameter(int target, int pname) → Object
getContextAttributes() → ContextAttributes
getError() → int
getExtension(String name) → Object
getFramebufferAttachmentParameter(int target, int attachment, int pname) → Object
getParameter(int pname) → Object
getProgramInfoLog(Program program) → String
getProgramParameter(Program program, int pname) → Object
getRenderbufferParameter(int target, 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>
getTexParameter(int target, int pname) → Object
getUniform(Program program, UniformLocation location) → Object
getUniformLocation(Program program, String name) → UniformLocation
getVertexAttrib(int index, int pname) → Object
getVertexAttribOffset(int index, int pname) → int
hint(int target, int mode) → void
isBuffer(Buffer buffer) → bool
isContextLost() → bool
isEnabled(int cap) → bool
isFramebuffer(Framebuffer framebuffer) → bool
isProgram(Program program) → bool
isRenderbuffer(Renderbuffer renderbuffer) → bool
isShader(Shader shader) → bool
isTexture(Texture texture) → bool
lineWidth(num width) → void
linkProgram(Program program) → void
pixelStorei(int pname, int param) → void
polygonOffset(num factor, num units) → void
readPixels(int x, int y, int width, int height, int format, int type, TypedData pixels) → void
renderbufferStorage(int target, int internalformat, int width, int height) → void
sampleCoverage(num value, bool invert) → 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, border_OR_canvas_OR_image_OR_pixels_OR_video, [int format, int type, TypedData pixels]) → void
texImage2DCanvas(int target, int level, int internalformat, int format, int type, CanvasElement canvas) → void
texImage2DImage(int target, int level, int internalformat, int format, int type, ImageElement image) → void
texImage2DImageData(int target, int level, int internalformat, int format, int type, ImageData pixels) → void
texImage2DVideo(int target, int level, int internalformat, int format, int type, VideoElement video) → void
texParameterf(int target, int pname, num param) → void
texParameteri(int target, int pname, int param) → void
texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, canvas_OR_format_OR_image_OR_pixels_OR_video, [int type, TypedData pixels]) → void
texSubImage2DCanvas(int target, int level, int xoffset, int yoffset, int format, int type, CanvasElement canvas) → void
texSubImage2DImage(int target, int level, int xoffset, int yoffset, int format, int type, ImageElement image) → void
texSubImage2DImageData(int target, int level, int xoffset, int yoffset, int format, int type, ImageData pixels) → void
texSubImage2DVideo(int target, int level, int xoffset, int yoffset, int format, int type, VideoElement video) → void
uniform1f(UniformLocation location, num x) → void
uniform1fv(UniformLocation location, Float32List v) → void
uniform1i(UniformLocation location, int x) → void
uniform1iv(UniformLocation location, Int32List v) → void
uniform2f(UniformLocation location, num x, num y) → void
uniform2fv(UniformLocation location, Float32List v) → void
uniform2i(UniformLocation location, int x, int y) → void
uniform2iv(UniformLocation location, Int32List v) → void
uniform3f(UniformLocation location, num x, num y, num z) → void
uniform3fv(UniformLocation location, Float32List v) → void
uniform3i(UniformLocation location, int x, int y, int z) → void
uniform3iv(UniformLocation location, Int32List v) → void
uniform4f(UniformLocation location, num x, num y, num z, num w) → void
uniform4fv(UniformLocation location, Float32List v) → void
uniform4i(UniformLocation location, int x, int y, int z, int w) → void
uniform4iv(UniformLocation location, Int32List v) → void
uniformMatrix2fv(UniformLocation location, bool transpose, Float32List array) → void
uniformMatrix3fv(UniformLocation location, bool transpose, Float32List array) → void
uniformMatrix4fv(UniformLocation location, bool transpose, Float32List array) → void
useProgram(Program program) → void
validateProgram(Program program) → void
vertexAttrib1f(int indx, num x) → void
vertexAttrib1fv(int indx, Float32List values) → void
vertexAttrib2f(int indx, num x, num y) → void
vertexAttrib2fv(int indx, Float32List values) → void
vertexAttrib3f(int indx, num x, num y, num z) → void
vertexAttrib3fv(int indx, Float32List values) → void
vertexAttrib4f(int indx, num x, num y, num z, num w) → void
vertexAttrib4fv(int indx, Float32List values) → 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
texImage2DUntyped(int targetTexture, int levelOfDetail, int internalFormat, int format, int type, data) → void
Sets the currently bound texture to data.
texImage2DTyped(int targetTexture, int levelOfDetail, int internalFormat, int width, int height, int border, int format, int type, TypedData data) → void
Sets the currently bound texture to data.
texSubImage2DUntyped(int targetTexture, int levelOfDetail, int xOffset, int yOffset, int format, int type, data) → void
Updates a sub-rectangle of the currently bound texture to data.
texSubImage2DTyped(int targetTexture, int levelOfDetail, int xOffset, int yOffset, int width, int height, int format, int type, TypedData data) → void
Updates a sub-rectangle of the currently bound texture to data.