webgl/gles_bindings_wasm library

Functions

createTexture(JSObject gl) JSObject
getProgramInfoLog(JSObject gl, JSAny? program) String?
getShaderInfoLog(JSObject gl, JSAny? shader) String?
glActiveTexture(JSObject gl, int v0) → void
glAttachShader(JSObject gl, JSAny? program, JSAny? shader) → void
glBeginTransformFeedback(JSObject gl, int primitiveMode) → void
glBindAttribLocation(JSObject gl, JSAny? program, int index, String name) → void
glBindBuffer(JSObject gl, int target, JSAny? buffer) → void
glBindBufferBase(JSObject gl, int target, int index, int buffer) → void
glBindFramebuffer(JSObject gl, int target, JSAny? framebuffer) → void
glBindRenderbuffer(JSObject gl, int target, JSAny? framebuffer) → void
glBindTexture(JSObject gl, int type, JSAny? texture) → void
glBindTransformFeedback(JSObject gl, int target, JSAny? id) → void
glBindVertexArray(JSObject gl, JSAny? array) → void
glBlendEquation(JSObject gl, int v0) → void
glBlendEquationSeparate(JSObject gl, int modeRGB, int modeAlpha) → void
glBlendFunc(JSObject gl, int sfactor, int dfactor) → void
glBlendFuncSeparate(JSObject gl, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
glBlitFramebuffer(JSObject gl, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
glBufferData(JSObject gl, int target, JSAny? data, int usage) → void
glBufferDatai(JSObject gl, int target, int data, int usage) → void
glBufferSubData(JSObject gl, int target, int dstByteOffset, JSAny srcData) → void
glCanvas(JSObject id, JSAny? options) JSObject
glCheckFramebufferStatus(JSObject gl, int target) int
glClear(JSObject gl, int mask) → void
glClearBufferiv(JSObject gl, int buffer, int drawbuffer, int value) → void
glClearBufferuiv(JSObject gl, int buffer, int drawbuffer, int value) → void
glClearColor(JSObject gl, double red, double green, double blue, double alpha) → void
glClearDepth(JSObject gl, double depth) → void
glClearStencil(JSObject gl, int s) → void
glColorMask(JSObject gl, bool red, bool green, bool blue, bool alpha) → void
glCompileShader(JSObject gl, JSAny? shader) → void
glCompressedTexImage2D(JSObject gl, int target, int level, int internalformat, int width, int height, int border, JSAny? data) → void
glCompressedTexImage3D(JSObject gl, int target, int level, int internalformat, int width, int height, int depth, int border, JSAny pixels) → void
glCompressedTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int width, int height, int format, JSAny? pixels) → void
glCompressedTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int ormat, JSAny pixels) → void
glCopyTexImage2D(JSObject gl, int target, int level, int internalformat, int x, int y, int width, int height, int border) → void
glCopyTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
glCopyTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) → void
glCreateBuffer(JSObject gl) JSAny?
glCreateFramebuffer(JSObject gl) JSAny?
glCreateProgram(JSObject gl) JSAny?
glCreateRenderbuffer(JSObject gl) JSAny?
glCreateShader(JSObject gl, int type) JSAny?
glCreateTexture(JSObject gl) JSAny?
glCreateTransformFeedback(JSObject gl) int
glCreateVertexArray(JSObject gl) JSAny?
glCullFace(JSObject gl, int mode) → void
glDeleteBuffer(JSObject gl, JSAny? buffer) → void
glDeleteFramebuffer(JSObject gl, JSAny? framebuffer) → void
glDeleteProgram(JSObject gl, JSAny? program) → void
glDeleteRenderbuffer(JSObject gl, JSAny? renderbuffer) → void
glDeleteShader(JSObject gl, JSAny? shader) → void
glDeleteTexture(JSObject gl, JSAny? v0) → void
glDeleteTransformFeedback(JSObject gl, JSAny? transformFeedback) → void
glDeleteVertexArray(JSObject gl, JSAny? array) → void
glDepthFunc(JSObject gl, int v0) → void
glDepthMask(JSObject gl, bool v0) → void
glDisable(JSObject gl, int v0) → void
glDisableVertexAttribArray(JSObject gl, int index) → void
glDrawArrays(JSObject gl, int mode, int first, int count) → void
glDrawArraysInstanced(JSObject gl, int mode, int first, int count, int instanceCount) → void
glDrawBuffers(JSObject gl, JSAny buffers) → void
glDrawElements(JSObject gl, int mode, int count, int type, int offset) → void
glDrawElementsInstanced(JSObject gl, int mode, int count, int type, int offset, int instanceCount) → void
glDrawingBufferColorSpace(JSObject gl, String colorSpace) → void
glEnable(JSObject gl, int v0) → void
glEnableVertexAttribArray(JSObject gl, int index) → void
glEndTransformFeedback(JSObject gl) → void
glFinish(JSObject gl) → void
glFlush(JSObject gl) → void
glFramebufferRenderbuffer(JSObject gl, int target, int attachment, int renderbuffertarget, JSAny? renderbuffer) → void
glFramebufferTexture2D(JSObject gl, int target, int attachment, int textarget, JSAny? texture, int level) → void
glFramebufferTextureLayer(JSObject gl, int target, int attachment, int texture, int level, int layer) → void
glFrontFace(JSObject gl, int mode) → void
glGenerateMipmap(JSObject gl, int target) → void
glGenFramebuffers(JSObject gl, int count, JSAny buffers) → void
glGenRenderbuffers(JSObject gl, int count, JSAny buffers) → void
glGetActiveAttrib(JSObject gl, JSAny? v0, int v1) JSAny?
glGetActiveUniform(JSObject gl, JSAny? v0, int v1) JSAny?
glGetAttribLocation(JSObject gl, JSAny? program, String name) int
glGetContextAttributes(JSObject gl) JSAny?
glGetError(JSObject gl) int
glGetExtension(JSObject gl, String key) JSAny?
glGetParameter(JSObject gl, int key) JSAny?
glGetProgramInfoLog(JSObject gl, JSAny? id) String?
glGetProgramParameter(JSObject gl, JSAny? program, int pname) JSAny?
glGetShaderInfoLog(JSObject gl, JSAny? id) String?
glGetShaderParameter(JSObject gl, JSAny? shader, int pname) bool
glGetShaderPrecisionFormat(JSObject gl) JSObject
glGetShaderSource(JSObject gl, JSAny? shader) String?
glGetString(JSObject gl, String key) JSAny?
glGetTransformFeedbackVarying(JSObject gl, JSAny? program, int index) JSAny?
glGetUniformBlockIndex(JSObject gl, JSAny? program, String uniformBlockName) int
glGetUniformLocation(JSObject gl, JSAny? program, String name) JSAny?
glInvalidateFramebuffer(JSObject gl, int target, JSAny? attachments) → void
glIsProgram(JSObject gl, JSAny? program) bool
glIsTransformFeedback(JSObject gl, JSAny? transformFeedback) bool
glLineWidth(JSObject gl, double width) → void
glLinkProgram(JSObject gl, JSAny? program) → void
glMakeXRCompatible(JSObject gl) JSPromise<JSAny?>
glPauseTransformFeedback(JSObject gl) → void
glPixelStorei(JSObject gl, int pname, int param) → void
glPolygonOffset(JSObject gl, double factor, double units) → void
glReadPixels(JSObject gl, int x, int y, int width, int height, int format, int type, JSAny? pixels) → void
glRenderbufferStorage(JSObject gl, int target, int internalformat, int width, int height) → void
glRenderbufferStorageMultisample(JSObject gl, int target, int samples, int internalformat, int width, int height) → void
glResumeTransformFeedback(JSObject gl) → void
glScissor(JSObject gl, int x, int y, int width, int height) → void
glShaderSource(JSObject gl, JSAny? shader, String shaderSource) → void
glStencilFunc(JSObject gl, int func, int ref, int mask) → void
glStencilMask(JSObject gl, int mask) → void
glStencilOp(JSObject gl, int fail, int zfail, int zpass) → void
glTexImage2D(JSObject gl, int target, int level, int internalformat, int width, int height, int border, int format, int type, JSAny? pixels) → void
glTexImage2D_NOSIZE(JSObject gl, int target, int level, int internalformat, int format, int type, JSAny? pixels) → void
glTexImage3D(JSObject gl, int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, JSAny? pixels) → void
glTexParameterf(JSObject gl, int target, int pname, double param) → void
glTexParameteri(JSObject gl, int target, int pname, int param) → void
glTexStorage2D(JSObject gl, int target, int levels, int internalformat, int width, int height) → void
glTexStorage3D(JSObject gl, int target, int levels, int internalformat, int width, int height, int depth) → void
glTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, JSAny? pixels) → void
glTexSubImage2D_NOSIZE(JSObject gl, int target, int level, int xoffset, int yoffset, int format, int type, JSAny? pixels) → void
glTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, JSAny? pixels) → void
glTransformFeedbackVaryings(JSObject gl, JSAny? program, JSAny? varyings, int bufferMode) → void
glUniform1f(JSObject gl, JSObject location, double x) → void
glUniform1fv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform1i(JSObject gl, JSAny? location, int x) → void
glUniform1iv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform1ui(JSObject gl, JSAny? location, int v0) → void
glUniform1uiv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform2f(JSObject gl, JSAny? location, double x, double y) → void
glUniform2fv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform2iv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform2ui(JSObject gl, JSAny? location, int v0, int v1) → void
glUniform2uiv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform3f(JSObject gl, JSAny? location, double x, double y, double z) → void
glUniform3fv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform3iv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform3ui(JSObject gl, JSAny? location, int v0, int v1, int v2) → void
glUniform3uiv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform4f(JSObject gl, JSAny? location, double x, double y, double z, double w) → void
glUniform4fv(JSObject gl, JSAny? location, JSAny? vectors) → void
glUniform4iv(JSObject gl, JSAny? location, JSAny? v) → void
glUniform4ui(JSObject gl, JSAny? location, int v0, int v1, int v2, int v3) → void
glUniform4uiv(JSObject gl, JSAny? location, JSAny? v) → void
glUniformBlockBinding(JSObject gl, JSAny? program, int uniformBlockIndex, int uniformBlockBinding) → void
glUniformMatrix2fv(JSObject gl, int id, bool transpose, JSAny? values) → void
glUniformMatrix3fv(JSObject gl, JSAny? location, bool transpose, JSAny? values) → void
glUniformMatrix4fv(JSObject gl, JSAny? location, bool transpose, JSAny? values) → void
glUnpackColorSpace(JSObject gl, String colorSpace) → void
glUseProgram(JSObject gl, JSAny? program) → void
glVertexAttrib1fv(JSObject gl, int index, JSAny? values) → void
glVertexAttrib2fv(JSObject gl, int index, JSAny? values) → void
glVertexAttrib3fv(JSObject gl, int index, JSAny? values) → void
glVertexAttrib4fv(JSObject gl, int index, JSAny? values) → void
glVertexAttribDivisor(JSObject gl, int index, int divisor) → void
glVertexAttribIPointer(JSObject gl, int index, int size, int type, int stride, int pointer) → void
glVertexAttribPointer(JSObject gl, int index, int size, int type, bool normalized, int stride, int offset) → void
glViewport(JSObject gl, int x, int y, int width, int height) → void
isTransformFeedback(JSObject gl, JSAny? transformFeedback) bool
readCurrentPixels(JSObject gl, int x, int y, int width, int height) JSAny?