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