Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
OpenHarmony
Docs
提交
20348779
D
Docs
项目概览
OpenHarmony
/
Docs
1 年多 前同步成功
通知
159
Star
292
Fork
28
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
D
Docs
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
未验证
提交
20348779
编写于
7月 14, 2022
作者:
葛
葛亚芳
提交者:
Gitee
7月 14, 2022
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
update zh-cn/application-dev/reference/apis/js-apis-webgl2.md.
Signed-off-by:
N
@ge-yafang
<
geyafang@huawei.com
>
上级
8ef396a6
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
125 addition
and
125 deletion
+125
-125
zh-cn/application-dev/reference/apis/js-apis-webgl2.md
zh-cn/application-dev/reference/apis/js-apis-webgl2.md
+125
-125
未找到文件。
zh-cn/application-dev/reference/apis/js-apis-webgl2.md
浏览文件 @
20348779
...
@@ -343,101 +343,101 @@ WebGL2RenderingContextBase
...
@@ -343,101 +343,101 @@ WebGL2RenderingContextBase
| 方法 | 返回值类型 |
| 方法 | 返回值类型 |
| -------- | -------- |
| -------- | -------- |
| copyBufferSubData(readTarget:
GLenum,
writeTarget:
GLenum,
readOffset:
GLintptr,
writeOffset:
GLintptr,
size:
GLsizeiptr) | void |
| copyBufferSubData(readTarget:
GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size:
GLsizeiptr) | void |
| getBufferSubData(target:
GLenum,
srcByteOffset:
GLintptr,
dstBuffer:
ArrayBufferView,
dstOffset?:
GLuint,
length?:
GLuint) | void |
| getBufferSubData(target:
GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?:
GLuint) | void |
| blitFramebuffer(srcX0:
GLint,
srcY0:
GLint,
srcX1:
GLint,
srcY1:
GLint,
dstX0:
GLint,
dstY0:
GLint,
dstX1:
GLint,
dstY1:
GLint,
mask:
GLbitfield,
filter:
GLenum) | void |
| blitFramebuffer(srcX0:
GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter:
GLenum) | void |
| framebufferTextureLayer(target:
GLenum,
attachment:
GLenum,
texture:
WebGLTexture
\|
null,
level:
GLint,
layer:
GLint) | void |
| framebufferTextureLayer(target:
GLenum, attachment: GLenum, texture: WebGLTexture
\|
null, level: GLint, layer:
GLint) | void |
| invalidateFramebuffer(target:
GLenum,
attachments:
GLenum[]) | void |
| invalidateFramebuffer(target:
GLenum, attachments:
GLenum[]) | void |
| invalidateSubFramebuffer(target:
GLenum,
attachments:
GLenum[],
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| invalidateSubFramebuffer(target:
GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| readBuffer(src:
GLenum) | void |
| readBuffer(src:
GLenum) | void |
| getInternalformatParameter(target:
GLenum,
internalformat:
GLenum,
pname:
GLenum) | any |
| getInternalformatParameter(target:
GLenum, internalformat: GLenum, pname:
GLenum) | any |
| renderbufferStorageMultisample(target:
GLenum,
samples:
GLsizei,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei) | void |
| renderbufferStorageMultisample(target:
GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height:
GLsizei) | void |
| texStorage2D(target:
GLenum,
levels:
GLsizei,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei) | void |
| texStorage2D(target:
GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height:
GLsizei) | void |
| texStorage3D(target:
GLenum,
levels:
GLsizei,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei) | void |
| texStorage3D(target:
GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth:
GLsizei) | void |
| texImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
pboOffset:
GLintptr) | void |
| texImage3D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset:
GLintptr) | void |
| texImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texImage3D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
srcData:
ArrayBufferView
\|
null) | void |
| texImage3D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView
\|
null) | void |
| texImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
srcData:
ArrayBufferView,
srcOffset:
GLuint) | void |
| texImage3D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset:
GLuint) | void |
| texSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
format:
GLenum,
type:
GLenum,
pboOffset:
GLintptr) | void |
| texSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset:
GLintptr) | void |
| texSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
format:
GLenum,
type:
GLenum,
srcData:
ArrayBufferView
\|
null,
srcOffset?:
GLuint) | void |
| texSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView
\|
null, srcOffset?:
GLuint) | void |
| copyTexSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| copyTexSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| compressedTexImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
imageSize:
GLsizei,
offset:
GLintptr) | void |
| compressedTexImage3D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset:
GLintptr) | void |
| compressedTexImage3D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
border:
GLint,
srcData:
ArrayBufferView,
srcOffset?:
GLuint,
srcLengthOverride?:
GLuint) | void |
| compressedTexImage3D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?:
GLuint) | void |
| compressedTexSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
format:
GLenum,
imageSize:
GLsizei,
offset:
GLintptr) | void |
| compressedTexSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset:
GLintptr) | void |
| compressedTexSubImage3D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
zoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
depth:
GLsizei,
format:
GLenum,
srcData:
ArrayBufferView,
srcOffset?:
GLuint,
srcLengthOverride?:
GLuint) | void |
| compressedTexSubImage3D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?:
GLuint) | void |
| getFragDataLocation(program:
WebGLProgram,
name:
string) | GLint |
| getFragDataLocation(program:
WebGLProgram, name:
string) | GLint |
| uniform1ui(location:
WebGLUniformLocation
\|
null,
v0:
GLuint) | void |
| uniform1ui(location:
WebGLUniformLocation
\|
null, v0:
GLuint) | void |
| uniform2ui(location:
WebGLUniformLocation
\|
null,
v0:
GLuint,
v1:
GLuint) | void |
| uniform2ui(location:
WebGLUniformLocation
\|
null, v0: GLuint, v1:
GLuint) | void |
| uniform3ui(location:
WebGLUniformLocation
\|
null,
v0:
GLuint,
v1:
GLuint,
v2:
GLuint) | void |
| uniform3ui(location:
WebGLUniformLocation
\|
null, v0: GLuint, v1: GLuint, v2:
GLuint) | void |
| uniform4ui(location:
WebGLUniformLocation
\|
null,
v0:
GLuint,
v1:
GLuint,
v2:
GLuint,
v3:
GLuint) | void |
| uniform4ui(location:
WebGLUniformLocation
\|
null, v0: GLuint, v1: GLuint, v2: GLuint, v3:
GLuint) | void |
| uniform1uiv(location:
WebGLUniformLocation
\|
null,
data:
Uint32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform1uiv(location:
WebGLUniformLocation
\|
null, data: Uint32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform2uiv(location:
WebGLUniformLocation
\|
null,
data:
Uint32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform2uiv(location:
WebGLUniformLocation
\|
null, data: Uint32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform3uiv(location:
WebGLUniformLocation
\|
null,
data:
Uint32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform3uiv(location:
WebGLUniformLocation
\|
null, data: Uint32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform4uiv(location:
WebGLUniformLocation
\|
null,
data:
Uint32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform4uiv(location:
WebGLUniformLocation
\|
null, data: Uint32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix3x2fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix3x2fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix4x2fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix4x2fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix2x3fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix2x3fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix4x3fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix4x3fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix2x4fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix2x4fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix3x4fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix3x4fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| vertexAttribI4i(index:
GLuint,
x:
GLint,
y:
GLint,
z:
GLint,
w:
GLint) | void |
| vertexAttribI4i(index:
GLuint, x: GLint, y: GLint, z: GLint, w:
GLint) | void |
| vertexAttribI4iv(index:
GLuint,
values:
Int32List) | void |
| vertexAttribI4iv(index:
GLuint, values:
Int32List) | void |
| vertexAttribI4ui(index:
GLuint,
x:
GLuint,
y:
GLuint,
z:
GLuint,
w:
GLuint) | void |
| vertexAttribI4ui(index:
GLuint, x: GLuint, y: GLuint, z: GLuint, w:
GLuint) | void |
| vertexAttribI4uiv(index:
GLuint,
values:
Uint32List) | void |
| vertexAttribI4uiv(index:
GLuint, values:
Uint32List) | void |
| vertexAttribIPointer(index:
GLuint,
size:
GLint,
type:
GLenum,
stride:
GLsizei,
offset:
GLintptr) | void |
| vertexAttribIPointer(index:
GLuint, size: GLint, type: GLenum, stride: GLsizei, offset:
GLintptr) | void |
| vertexAttribDivisor(index:
GLuint,
divisor:
GLuint) | void |
| vertexAttribDivisor(index:
GLuint, divisor:
GLuint) | void |
| drawArraysInstanced(mode:
GLenum,
first:
GLint,
count:
GLsizei,
instanceCount:
GLsizei) | void |
| drawArraysInstanced(mode:
GLenum, first: GLint, count: GLsizei, instanceCount:
GLsizei) | void |
| drawElementsInstanced(mode:
GLenum,
count:
GLsizei,
type:
GLenum,
offset:
GLintptr,
instanceCount:
GLsizei) | void |
| drawElementsInstanced(mode:
GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount:
GLsizei) | void |
| drawRangeElements(mode:
GLenum,
start:
GLuint,
end:
GLuint,
count:
GLsizei,
type:
GLenum,
offset:
GLintptr) | void |
| drawRangeElements(mode:
GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset:
GLintptr) | void |
| drawBuffers(buffers:
GLenum[]) | void |
| drawBuffers(buffers:
GLenum[]) | void |
| clearBufferfv(buffer:
GLenum,
drawbuffer:
GLint,
values:
Float32List,
srcOffset?:
GLuint) | void |
| clearBufferfv(buffer:
GLenum, drawbuffer: GLint, values: Float32List, srcOffset?:
GLuint) | void |
| clearBufferiv(buffer:
GLenum,
drawbuffer:
GLint,
values:
Int32List,
srcOffset?:
GLuint) | void |
| clearBufferiv(buffer:
GLenum, drawbuffer: GLint, values: Int32List, srcOffset?:
GLuint) | void |
| clearBufferuiv(buffer:
GLenum,
drawbuffer:
GLint,
values:
Uint32List,
srcOffset?:
GLuint) | void |
| clearBufferuiv(buffer:
GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?:
GLuint) | void |
| clearBufferfi(buffer:
GLenum,
drawbuffer:
GLint,
depth:
GLfloat,
stencil:
GLint) | void |
| clearBufferfi(buffer:
GLenum, drawbuffer: GLint, depth: GLfloat, stencil:
GLint) | void |
| createQuery() | WebGLQuery
\|
null |
| createQuery() | WebGLQuery
\|
null |
| deleteQuery(query:
WebGLQuery
\|
null) | void |
| deleteQuery(query:
WebGLQuery
\|
null) | void |
| isQuery(query:
WebGLQuery
\|
null) | GLboolean |
| isQuery(query:
WebGLQuery
\|
null) | GLboolean |
| beginQuery(target:
GLenum,
query:
WebGLQuery) | void |
| beginQuery(target:
GLenum, query:
WebGLQuery) | void |
| endQuery(target:
GLenum) | void |
| endQuery(target:
GLenum) | void |
| getQuery(target:
GLenum,
pname:
GLenum) | WebGLQuery
\|
null |
| getQuery(target:
GLenum, pname: GLenum) | WebGLQuery
\|
null |
| getQueryParameter(query:
WebGLQuery,
pname:
GLenum) | any |
| getQueryParameter(query:
WebGLQuery, pname:
GLenum) | any |
| createSampler() | WebGLSampler
\|
null |
| createSampler() | WebGLSampler
\|
null |
| deleteSampler(sampler:
WebGLSampler
\|
null) | void |
| deleteSampler(sampler:
WebGLSampler
\|
null) | void |
| isSampler(sampler:
WebGLSampler
\|
null) | GLboolean |
| isSampler(sampler:
WebGLSampler
\|
null) | GLboolean |
| bindSampler(unit:
GLuint,
sampler:
WebGLSampler
\|
null) | void |
| bindSampler(unit:
GLuint, sampler: WebGLSampler
\|
null) | void |
| samplerParameteri(sampler:
WebGLSampler,
pname:
GLenum,
param:
GLint) | void |
| samplerParameteri(sampler:
WebGLSampler, pname: GLenum, param:
GLint) | void |
| samplerParameterf(sampler:
WebGLSampler,
pname:
GLenum,
param:
GLfloat) | void; |
| samplerParameterf(sampler:
WebGLSampler, pname: GLenum, param:
GLfloat) | void; |
| getSamplerParameter(sampler:
WebGLSampler,
pname:
GLenum) | any |
| getSamplerParameter(sampler:
WebGLSampler, pname:
GLenum) | any |
| fenceSync(condition:
GLenum,
flags:
GLbitfield) | WebGLSync
\|
null |
| fenceSync(condition:
GLenum, flags: GLbitfield) | WebGLSync
\|
null |
| isSync(sync:
WebGLSync
\|
null) | GLboolean |
| isSync(sync:
WebGLSync
\|
null) | GLboolean |
| deleteSync(sync:
WebGLSync
\|
null) | void |
| deleteSync(sync:
WebGLSync
\|
null) | void |
| clientWaitSync(sync:
WebGLSync,
flags:
GLbitfield,
timeout:
GLuint64) | GLenum |
| clientWaitSync(sync:
WebGLSync, flags: GLbitfield, timeout:
GLuint64) | GLenum |
| waitSync(sync:
WebGLSync,
flags:
GLbitfield,
timeout:
GLint64) | void |
| waitSync(sync:
WebGLSync, flags: GLbitfield, timeout:
GLint64) | void |
| getSyncParameter(sync:
WebGLSync,
pname:
GLenum) | any |
| getSyncParameter(sync:
WebGLSync, pname:
GLenum) | any |
| createTransformFeedback() | WebGLTransformFeedback
\|
null |
| createTransformFeedback() | WebGLTransformFeedback
\|
null |
| deleteTransformFeedback(tf:
WebGLTransformFeedback
\|
null) | void |
| deleteTransformFeedback(tf:
WebGLTransformFeedback
\|
null) | void |
| isTransformFeedback(tf:
WebGLTransformFeedback
\|
null) | GLboolean |
| isTransformFeedback(tf:
WebGLTransformFeedback
\|
null) | GLboolean |
| bindTransformFeedback(target:
GLenum,
tf:
WebGLTransformFeedback
\|
null) | void |
| bindTransformFeedback(target:
GLenum, tf: WebGLTransformFeedback
\|
null) | void |
| beginTransformFeedback(primitiveMode:
GLenum) | void |
| beginTransformFeedback(primitiveMode:
GLenum) | void |
| endTransformFeedback() | void |
| endTransformFeedback() | void |
| transformFeedbackVaryings(program:
WebGLProgram,
varyings:
string[],
bufferMode:
GLenum) | void |
| transformFeedbackVaryings(program:
WebGLProgram, varyings: string[], bufferMode:
GLenum) | void |
| getTransformFeedbackVarying(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getTransformFeedbackVarying(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| pauseTransformFeedback() | void |
| pauseTransformFeedback() | void |
| resumeTransformFeedback() | void |
| resumeTransformFeedback() | void |
| bindBufferBase(target:
GLenum,
index:
GLuint,
buffer:
WebGLBuffer
\|
null) | void |
| bindBufferBase(target:
GLenum, index: GLuint, buffer: WebGLBuffer
\|
null) | void |
| bindBufferRange(target:
GLenum,
index:
GLuint,
buffer:
WebGLBuffer
\|
null,
offset:
GLintptr,
size:
GLsizeiptr) | void |
| bindBufferRange(target:
GLenum, index: GLuint, buffer: WebGLBuffer
\|
null, offset: GLintptr, size:
GLsizeiptr) | void |
| getIndexedParameter(target:
GLenum,
index:
GLuint) | any |
| getIndexedParameter(target:
GLenum, index:
GLuint) | any |
| getUniformIndices(program:
WebGLProgram,
uniformNames:
string[]) | GLuint[]
\|
null |
| getUniformIndices(program:
WebGLProgram, uniformNames: string[]) | GLuint[]
\|
null |
| getActiveUniforms(program:
WebGLProgram,
uniformIndices:
GLuint[],
pname:
GLenum) | any |
| getActiveUniforms(program:
WebGLProgram, uniformIndices: GLuint[], pname:
GLenum) | any |
| getUniformBlockIndex(program:
WebGLProgram,
uniformBlockName:
string) | GLuint |
| getUniformBlockIndex(program:
WebGLProgram, uniformBlockName:
string) | GLuint |
| getActiveUniformBlockParameter(program:
WebGLProgram,
uniformBlockIndex:
GLuint,
pname:
GLenum) | any |
| getActiveUniformBlockParameter(program:
WebGLProgram, uniformBlockIndex: GLuint, pname:
GLenum) | any |
| getActiveUniformBlockName(program:
WebGLProgram,
uniformBlockIndex:
GLuint) | string
\|
null |
| getActiveUniformBlockName(program:
WebGLProgram, uniformBlockIndex: GLuint) | string
\|
null |
| uniformBlockBinding(program:
WebGLProgram,
uniformBlockIndex:
GLuint,
uniformBlockBinding:
GLuint) | void |
| uniformBlockBinding(program:
WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding:
GLuint) | void |
| createVertexArray() | WebGLVertexArrayObject
\|
null |
| createVertexArray() | WebGLVertexArrayObject
\|
null |
| deleteVertexArray(vertexArray:
WebGLVertexArrayObject
\|
null) | void |
| deleteVertexArray(vertexArray:
WebGLVertexArrayObject
\|
null) | void |
| isVertexArray(vertexArray:
WebGLVertexArrayObject
\|
null) | GLboolean |
| isVertexArray(vertexArray:
WebGLVertexArrayObject
\|
null) | GLboolean |
| bindVertexArray(array:
WebGLVertexArrayObject
\|
null) | void |
| bindVertexArray(array:
WebGLVertexArrayObject
\|
null) | void |
## WebGL2RenderingContextOverloads
## WebGL2RenderingContextOverloads
...
@@ -446,36 +446,36 @@ WebGL2RenderingContextOverloads
...
@@ -446,36 +446,36 @@ WebGL2RenderingContextOverloads
| 方法 | 返回值类型 |
| 方法 | 返回值类型 |
| -------- | -------- |
| -------- | -------- |
| bufferData(target:
GLenum,
size:
GLsizeiptr,
usage:
GLenum) | void |
| bufferData(target:
GLenum, size: GLsizeiptr, usage:
GLenum) | void |
| bufferData(target:
GLenum,
srcData:
BufferSource
\|
null,
usage:
GLenum) | void |
| bufferData(target:
GLenum, srcData: BufferSource
\|
null, usage:
GLenum) | void |
| bufferSubData(target:
GLenum,
dstByteOffset:
GLintptr,
srcData:
BufferSource) | void |
| bufferSubData(target:
GLenum, dstByteOffset: GLintptr, srcData:
BufferSource) | void |
| bufferData(target:
GLenum,
srcData:
ArrayBufferView,
usage:
GLenum,
srcOffset:
GLuint,
length?:
GLuint) | void |
| bufferData(target:
GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?:
GLuint) | void |
| bufferSubData(target:
GLenum,
dstByteOffset:
GLintptr,
srcData:
ArrayBufferView,
srcOffset:
GLuint,
length?:
GLuint) | void |
| bufferSubData(target:
GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?:
GLuint) | void |
| texImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
pixels:
ArrayBufferView
\|
null) | void |
| texImage2D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView
\|
null) | void |
| texImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texImage2D(target:
GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
pixels:
ArrayBufferView
\|
null) | void |
| texSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView
\|
null) | void |
| texSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
pboOffset:
GLintptr) | void |
| texImage2D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset:
GLintptr) | void |
| texImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texImage2D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
format:
GLenum,
type:
GLenum,
srcData:
ArrayBufferView,
srcOffset:
GLuint) | void |
| texImage2D(target:
GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset:
GLuint) | void |
| texSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
pboOffset:
GLintptr) | void |
| texSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset:
GLintptr) | void |
| texSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
source:
TexImageSource) | void |
| texSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source:
TexImageSource) | void |
| texSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
srcData:
ArrayBufferView,
srcOffset:
GLuint) | void |
| texSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset:
GLuint) | void |
| compressedTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
imageSize:
GLsizei,
offset:
GLintptr) | void |
| compressedTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset:
GLintptr) | void |
| compressedTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
srcData:
ArrayBufferView,
srcOffset?:
GLuint,
srcLengthOverride?:
GLuint) | void |
| compressedTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?:
GLuint) | void |
| compressedTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
imageSize:
GLsizei,
offset:
GLintptr) | void |
| compressedTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset:
GLintptr) | void |
| compressedTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
srcData:
ArrayBufferView,
srcOffset?:
GLuint,
srcLengthOverride?:
GLuint) | void |
| compressedTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?:
GLuint) | void |
| uniform1fv(location:
WebGLUniformLocation
\|
null,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform1fv(location:
WebGLUniformLocation
\|
null, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null,
data:
Int32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null, data: Int32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null,
data:
Int32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null, data: Int32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null,
data:
Int32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null, data: Int32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null,
data:
Int32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null, data: Int32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
data:
Float32List,
srcOffset?:
GLuint,
srcLength?:
GLuint) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?:
GLuint) | void |
| readPixels(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
dstData:
ArrayBufferView
\|
null) | void |
| readPixels(x:
GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView
\|
null) | void |
| readPixels(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
offset:
GLintptr) | void |
| readPixels(x:
GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset:
GLintptr) | void |
| readPixels(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
dstData:
ArrayBufferView,
dstOffset:
GLuint) | void |
| readPixels(x:
GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset:
GLuint) | void |
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录