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58b285a6
编写于
7月 14, 2022
作者:
O
openharmony_ci
提交者:
Gitee
7月 14, 2022
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差异文件
!6763 WebGL表格过长问题修改:无需翻译
Merge pull request !6763 from 葛亚芳/master
上级
4abd3f1f
f0cef717
变更
4
显示空白变更内容
内联
并排
Showing
4 changed file
with
522 addition
and
522 deletion
+522
-522
en/application-dev/reference/apis/js-apis-webgl.md
en/application-dev/reference/apis/js-apis-webgl.md
+136
-136
en/application-dev/reference/apis/js-apis-webgl2.md
en/application-dev/reference/apis/js-apis-webgl2.md
+125
-125
zh-cn/application-dev/reference/apis/js-apis-webgl.md
zh-cn/application-dev/reference/apis/js-apis-webgl.md
+136
-136
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。
en/application-dev/reference/apis/js-apis-webgl.md
浏览文件 @
58b285a6
...
@@ -426,7 +426,7 @@ WebGLRenderingContextBase
...
@@ -426,7 +426,7 @@ WebGLRenderingContextBase
| CONTEXT_LOST_WEBGL | GLenum | Yes|
| CONTEXT_LOST_WEBGL | GLenum | Yes|
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | Yes|
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | Yes|
| BROWSER_DEFAULT_WEBGL | GLenum | Yes|
| BROWSER_DEFAULT_WEBGL | GLenum | Yes|
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | Yes|
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | Yes|
| drawingBufferWidth | GLsizei | Yes|
| drawingBufferWidth | GLsizei | Yes|
| drawingBufferHeight | GLsizei | Yes|
| drawingBufferHeight | GLsizei | Yes|
...
@@ -435,124 +435,124 @@ WebGLRenderingContextBase
...
@@ -435,124 +435,124 @@ WebGLRenderingContextBase
| Method| Return Value Type|
| Method| Return Value Type|
| -------- | -------- |
| -------- | -------- |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| isContextLost() | boolean |
| isContextLost() | boolean |
| getSupportedExtensions() | string[]
\|
null |
| getSupportedExtensions() | string[]
\|
null |
| getExtension(name:
string) | any |
| getExtension(name:
string) | any |
| activeTexture(texture:
GLenum) | void |
| activeTexture(texture:
GLenum) | void |
| attachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| attachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| bindAttribLocation(program:
WebGLProgram,
index:
GLuint,
name:
string) | void |
| bindAttribLocation(program:
WebGLProgram, index: GLuint, name:
string) | void |
| bindBuffer(target:
GLenum,
buffer:
WebGLBuffer
\|
null) | void |
| bindBuffer(target:
GLenum, buffer: WebGLBuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum,
framebuffer:
WebGLFramebuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum, framebuffer: WebGLFramebuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum,
renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| bindTexture(target:
GLenum,
texture:
WebGLTexture
\|
null) | void |
| bindTexture(target:
GLenum, texture: WebGLTexture
\|
null) | void |
| blendColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| blendColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum,
modeAlpha:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum, modeAlpha:
GLenum) | void |
| blendFunc(sfactor:
GLenum,
dfactor:
GLenum) | void |
| blendFunc(sfactor:
GLenum, dfactor:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum,
dstRGB:
GLenum,
srcAlpha:
GLenum,
dstAlpha:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha:
GLenum) | void |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| clear(mask:
GLbitfield) | void |
| clear(mask:
GLbitfield) | void |
| clearColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| clearColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearStencil(s:
GLint) | void |
| clearStencil(s:
GLint) | void |
| colorMask(red:
GLboolean,
green:
GLboolean,
blue:
GLboolean,
alpha:
GLboolean) | void |
| colorMask(red:
GLboolean, green: GLboolean, blue: GLboolean, alpha:
GLboolean) | void |
| compileShader(shader:
WebGLShader) | void |
| compileShader(shader:
WebGLShader) | void |
| copyTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint) | void |
| copyTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border:
GLint) | void |
| copyTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| copyTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| createBuffer() | WebGLBuffer
\|
null |
| createBuffer() | WebGLBuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createTexture() | WebGLTexture
\|
null |
| createTexture() | WebGLTexture
\|
null |
| cullFace(mode:
GLenum) | void |
| cullFace(mode:
GLenum) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| depthFunc(func:
GLenum) | void |
| depthFunc(func:
GLenum) | void |
| depthMask(flag:
GLboolean) | void |
| depthMask(flag:
GLboolean) | void |
| depthRange(zNear:
GLclampf,
zFar:
GLclampf) | void |
| depthRange(zNear:
GLclampf, zFar:
GLclampf) | void |
| detachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| detachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| disable(cap:
GLenum) | void |
| disable(cap:
GLenum) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| drawArrays(mode:
GLenum,
first:
GLint,
count:
GLsizei) | void |
| drawArrays(mode:
GLenum, first: GLint, count:
GLsizei) | void |
| drawElements(mode:
GLenum,
count:
GLsizei,
type:
GLenum,
offset:
GLintptr) | void |
| drawElements(mode:
GLenum, count: GLsizei, type: GLenum, offset:
GLintptr) | void |
| enable(cap:
GLenum) | void |
| enable(cap:
GLenum) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| finish() | void |
| finish() | void |
| flush() | void |
| flush() | void |
| framebufferRenderbuffer(target:
GLenum,
attachment:
GLenum,
renderbuffertarget:
GLenum,
renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| framebufferRenderbuffer(target:
GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| framebufferTexture2D(target:
GLenum,
attachment:
GLenum,
textarget:
GLenum,
texture:
WebGLTexture
\|
null,
level:
GLint) | void |
| framebufferTexture2D(target:
GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture
\|
null, level:
GLint) | void |
| frontFace(mode:
GLenum) | void |
| frontFace(mode:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| getActiveAttrib(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getActiveAttrib(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttribLocation(program:
WebGLProgram,
name:
string) | GLint |
| getAttribLocation(program:
WebGLProgram, name:
string) | GLint |
| getBufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getBufferParameter(target:
GLenum, pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| getError() | GLenum |
| getError() | GLenum |
| getFramebufferAttachmentParameter(target:
GLenum,
attachment:
GLenum,
pname:
GLenum) | any |
| getFramebufferAttachmentParameter(target:
GLenum, attachment: GLenum, pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram,
pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram, pname:
GLenum) | any |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getRenderbufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getRenderbufferParameter(target:
GLenum, pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader,
pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader, pname:
GLenum) | any |
| getShaderPrecisionFormat(shadertype:
GLenum,
precisiontype:
GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderPrecisionFormat(shadertype:
GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getTexParameter(target:
GLenum,
pname:
GLenum) | any |
| getTexParameter(target:
GLenum, pname:
GLenum) | any |
| getUniform(program:
WebGLProgram,
location:
WebGLUniformLocation) | any |
| getUniform(program:
WebGLProgram, location:
WebGLUniformLocation) | any |
| getUniformLocation(program:
WebGLProgram,
name:
string) | WebGLUniformLocation
\|
null |
| getUniformLocation(program:
WebGLProgram, name: string) | WebGLUniformLocation
\|
null |
| getVertexAttrib(index:
GLuint,
pname:
GLenum) | any |
| getVertexAttrib(index:
GLuint, pname:
GLenum) | any |
| getVertexAttribOffset(index:
GLuint,
pname:
GLenum) | GLintptr |
| getVertexAttribOffset(index:
GLuint, pname:
GLenum) | GLintptr |
| hint(target:
GLenum,
mode:
GLenum) | void |
| hint(target:
GLenum, mode:
GLenum) | void |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| lineWidth(width:
GLfloat) | void |
| lineWidth(width:
GLfloat) | void |
| linkProgram(program:
WebGLProgram) | void |
| linkProgram(program:
WebGLProgram) | void |
| pixelStorei(pname:
GLenum,
param:
GLint
\|
GLboolean) | void |
| pixelStorei(pname:
GLenum, param: GLint
\|
GLboolean) | void |
| polygonOffset(factor:
GLfloat,
units:
GLfloat) | void |
| polygonOffset(factor:
GLfloat, units:
GLfloat) | void |
| renderbufferStorage(target:
GLenum,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei) | void |
| renderbufferStorage(target:
GLenum, internalformat: GLenum, width: GLsizei, height:
GLsizei) | void |
| sampleCoverage(value:
GLclampf,
invert:
GLboolean) | void |
| sampleCoverage(value:
GLclampf, invert:
GLboolean) | void |
| scissor(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| scissor(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| shaderSource(shader:
WebGLShader,
source:
string) | void |
| shaderSource(shader:
WebGLShader, source:
string) | void |
| stencilFunc(func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilFunc(func:
GLenum, ref: GLint, mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum,
func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum, func: GLenum, ref: GLint, mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum,
mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum, mask:
GLuint) | void |
| stencilOp(fail:
GLenum,
zfail:
GLenum,
zpass:
GLenum) | void |
| stencilOp(fail:
GLenum, zfail: GLenum, zpass:
GLenum) | void |
| stencilOpSeparate(face:
GLenum,
fail:
GLenum,
zfail:
GLenum,
zpass:
GLenum) | void |
| stencilOpSeparate(face:
GLenum, fail: GLenum, zfail: GLenum, zpass:
GLenum) | void |
| texParameterf(target:
GLenum,
pname:
GLenum,
param:
GLfloat) | void |
| texParameterf(target:
GLenum, pname: GLenum, param:
GLfloat) | void |
| texParameteri(target:
GLenum,
pname:
GLenum,
param:
GLint) | void |
| texParameteri(target:
GLenum, pname: GLenum, param:
GLint) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null, x:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y:
GLfloat) | void |
| uniform3f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat) | void |
| uniform3f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y: GLfloat, z:
GLfloat) | void |
| uniform4f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat,
w:
GLfloat) | void |
| uniform4f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y: GLfloat, z: GLfloat, w:
GLfloat) | void |
| uniform1i(location:
WebGLUniformLocation
\|
null,
x:
GLint) | void |
| uniform1i(location:
WebGLUniformLocation
\|
null, x:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null, x: GLint, y:
GLint) | void |
| uniform3i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint,
z:
GLint) | void |
| uniform3i(location:
WebGLUniformLocation
\|
null, x: GLint, y: GLint, z:
GLint) | void |
| uniform4i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint,
z:
GLint,
w:
GLint) | void |
| uniform4i(location:
WebGLUniformLocation
\|
null, x: GLint, y: GLint, z: GLint, w:
GLint) | void |
| useProgram(program:
WebGLProgram
\|
null) | void |
| useProgram(program:
WebGLProgram
\|
null) | void |
| validateProgram(program:
WebGLProgram) | void |
| validateProgram(program:
WebGLProgram) | void |
| vertexAttrib1f(index:
GLuint,
x:
GLfloat) | void |
| vertexAttrib1f(index:
GLuint, x:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint,
x:
GLfloat,
y:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint, x: GLfloat, y:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint, x: GLfloat, y: GLfloat, z:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat,
w:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w:
GLfloat) | void |
| vertexAttrib1fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib1fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib3fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib3fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib4fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib4fv(index:
GLuint, values:
Float32List) | void |
| vertexAttribPointer(index:
GLuint,
size:
GLint,
type:
GLenum,
normalized:
GLboolean,
stride:
GLsizei,
offset:
GLintptr) | void |
| vertexAttribPointer(index:
GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset:
GLintptr) | void |
| viewport(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| viewport(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
## WebGLRenderingContextOverloads
## WebGLRenderingContextOverloads
...
@@ -561,24 +561,24 @@ WebGLRenderingContextOverloads
...
@@ -561,24 +561,24 @@ WebGLRenderingContextOverloads
| Method| Return Value Type|
| Method| Return Value Type|
| -------- | -------- |
| -------- | -------- |
| bufferData(target:
GLenum,
size:
GLsizeiptr,
usage:
GLenum) | void |
| bufferData(target:
GLenum, size: GLsizeiptr, usage:
GLenum) | void |
| bufferData(target:
GLenum,
data:
BufferSource
\|
null,
usage:
GLenum) | void |
| bufferData(target:
GLenum, data: BufferSource
\|
null, usage:
GLenum) | void |
| bufferSubData(target:
GLenum,
offset:
GLintptr,
data:
BufferSource) | void |
| bufferSubData(target:
GLenum, offset: GLintptr, data:
BufferSource) | void |
| compressedTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
data:
ArrayBufferView) | void |
| compressedTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data:
ArrayBufferView) | void |
| compressedTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
data:
ArrayBufferView) | void |
| compressedTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data:
ArrayBufferView) | void |
| readPixels(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
pixels:
ArrayBufferView
\|
null) | void;
|
| readPixels(x:
GLint, y: GLint, width: GLsizei, height: GLsizei, 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, 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 |
| uniform1fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform1fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
en/application-dev/reference/apis/js-apis-webgl2.md
浏览文件 @
58b285a6
...
@@ -341,101 +341,101 @@ WebGL2RenderingContextBase
...
@@ -341,101 +341,101 @@ WebGL2RenderingContextBase
| Method| Return Value Type|
| Method| Return Value Type|
| -------- | -------- |
| -------- | -------- |
| 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
...
@@ -444,36 +444,36 @@ WebGL2RenderingContextOverloads
...
@@ -444,36 +444,36 @@ WebGL2RenderingContextOverloads
| Method| Return Value Type|
| Method| Return Value Type|
| -------- | -------- |
| -------- | -------- |
| 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 |
zh-cn/application-dev/reference/apis/js-apis-webgl.md
浏览文件 @
58b285a6
...
@@ -428,7 +428,7 @@ WebGLRenderingContextBase
...
@@ -428,7 +428,7 @@ WebGLRenderingContextBase
| CONTEXT_LOST_WEBGL | GLenum | 是 |
| CONTEXT_LOST_WEBGL | GLenum | 是 |
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 |
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 |
| BROWSER_DEFAULT_WEBGL | GLenum | 是 |
| BROWSER_DEFAULT_WEBGL | GLenum | 是 |
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | 是 |
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | 是 |
| drawingBufferWidth | GLsizei | 是 |
| drawingBufferWidth | GLsizei | 是 |
| drawingBufferHeight | GLsizei | 是 |
| drawingBufferHeight | GLsizei | 是 |
...
@@ -437,124 +437,124 @@ WebGLRenderingContextBase
...
@@ -437,124 +437,124 @@ WebGLRenderingContextBase
| 方法 | 返回值类型 |
| 方法 | 返回值类型 |
| -------- | -------- |
| -------- | -------- |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| isContextLost() | boolean |
| isContextLost() | boolean |
| getSupportedExtensions() | string[]
\|
null |
| getSupportedExtensions() | string[]
\|
null |
| getExtension(name:
string) | any |
| getExtension(name:
string) | any |
| activeTexture(texture:
GLenum) | void |
| activeTexture(texture:
GLenum) | void |
| attachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| attachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| bindAttribLocation(program:
WebGLProgram,
index:
GLuint,
name:
string) | void |
| bindAttribLocation(program:
WebGLProgram, index: GLuint, name:
string) | void |
| bindBuffer(target:
GLenum,
buffer:
WebGLBuffer
\|
null) | void |
| bindBuffer(target:
GLenum, buffer: WebGLBuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum,
framebuffer:
WebGLFramebuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum, framebuffer: WebGLFramebuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum,
renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| bindTexture(target:
GLenum,
texture:
WebGLTexture
\|
null) | void |
| bindTexture(target:
GLenum, texture: WebGLTexture
\|
null) | void |
| blendColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| blendColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum,
modeAlpha:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum, modeAlpha:
GLenum) | void |
| blendFunc(sfactor:
GLenum,
dfactor:
GLenum) | void |
| blendFunc(sfactor:
GLenum, dfactor:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum,
dstRGB:
GLenum,
srcAlpha:
GLenum,
dstAlpha:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha:
GLenum) | void |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| clear(mask:
GLbitfield) | void |
| clear(mask:
GLbitfield) | void |
| clearColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| clearColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearStencil(s:
GLint) | void |
| clearStencil(s:
GLint) | void |
| colorMask(red:
GLboolean,
green:
GLboolean,
blue:
GLboolean,
alpha:
GLboolean) | void |
| colorMask(red:
GLboolean, green: GLboolean, blue: GLboolean, alpha:
GLboolean) | void |
| compileShader(shader:
WebGLShader) | void |
| compileShader(shader:
WebGLShader) | void |
| copyTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
border:
GLint) | void |
| copyTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border:
GLint) | void |
| copyTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| copyTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| createBuffer() | WebGLBuffer
\|
null |
| createBuffer() | WebGLBuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createTexture() | WebGLTexture
\|
null |
| createTexture() | WebGLTexture
\|
null |
| cullFace(mode:
GLenum) | void |
| cullFace(mode:
GLenum) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| depthFunc(func:
GLenum) | void |
| depthFunc(func:
GLenum) | void |
| depthMask(flag:
GLboolean) | void |
| depthMask(flag:
GLboolean) | void |
| depthRange(zNear:
GLclampf,
zFar:
GLclampf) | void |
| depthRange(zNear:
GLclampf, zFar:
GLclampf) | void |
| detachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| detachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| disable(cap:
GLenum) | void |
| disable(cap:
GLenum) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| drawArrays(mode:
GLenum,
first:
GLint,
count:
GLsizei) | void |
| drawArrays(mode:
GLenum, first: GLint, count:
GLsizei) | void |
| drawElements(mode:
GLenum,
count:
GLsizei,
type:
GLenum,
offset:
GLintptr) | void |
| drawElements(mode:
GLenum, count: GLsizei, type: GLenum, offset:
GLintptr) | void |
| enable(cap:
GLenum) | void |
| enable(cap:
GLenum) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| finish() | void |
| finish() | void |
| flush() | void |
| flush() | void |
| framebufferRenderbuffer(target:
GLenum,
attachment:
GLenum,
renderbuffertarget:
GLenum,
renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| framebufferRenderbuffer(target:
GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| framebufferTexture2D(target:
GLenum,
attachment:
GLenum,
textarget:
GLenum,
texture:
WebGLTexture
\|
null,
level:
GLint) | void |
| framebufferTexture2D(target:
GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture
\|
null, level:
GLint) | void |
| frontFace(mode:
GLenum) | void |
| frontFace(mode:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| getActiveAttrib(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getActiveAttrib(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttribLocation(program:
WebGLProgram,
name:
string) | GLint |
| getAttribLocation(program:
WebGLProgram, name:
string) | GLint |
| getBufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getBufferParameter(target:
GLenum, pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| getError() | GLenum |
| getError() | GLenum |
| getFramebufferAttachmentParameter(target:
GLenum,
attachment:
GLenum,
pname:
GLenum) | any |
| getFramebufferAttachmentParameter(target:
GLenum, attachment: GLenum, pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram,
pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram, pname:
GLenum) | any |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getRenderbufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getRenderbufferParameter(target:
GLenum, pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader,
pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader, pname:
GLenum) | any |
| getShaderPrecisionFormat(shadertype:
GLenum,
precisiontype:
GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderPrecisionFormat(shadertype:
GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getTexParameter(target:
GLenum,
pname:
GLenum) | any |
| getTexParameter(target:
GLenum, pname:
GLenum) | any |
| getUniform(program:
WebGLProgram,
location:
WebGLUniformLocation) | any |
| getUniform(program:
WebGLProgram, location:
WebGLUniformLocation) | any |
| getUniformLocation(program:
WebGLProgram,
name:
string) | WebGLUniformLocation
\|
null |
| getUniformLocation(program:
WebGLProgram, name: string) | WebGLUniformLocation
\|
null |
| getVertexAttrib(index:
GLuint,
pname:
GLenum) | any |
| getVertexAttrib(index:
GLuint, pname:
GLenum) | any |
| getVertexAttribOffset(index:
GLuint,
pname:
GLenum) | GLintptr |
| getVertexAttribOffset(index:
GLuint, pname:
GLenum) | GLintptr |
| hint(target:
GLenum,
mode:
GLenum) | void |
| hint(target:
GLenum, mode:
GLenum) | void |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| lineWidth(width:
GLfloat) | void |
| lineWidth(width:
GLfloat) | void |
| linkProgram(program:
WebGLProgram) | void |
| linkProgram(program:
WebGLProgram) | void |
| pixelStorei(pname:
GLenum,
param:
GLint
\|
GLboolean) | void |
| pixelStorei(pname:
GLenum, param: GLint
\|
GLboolean) | void |
| polygonOffset(factor:
GLfloat,
units:
GLfloat) | void |
| polygonOffset(factor:
GLfloat, units:
GLfloat) | void |
| renderbufferStorage(target:
GLenum,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei) | void |
| renderbufferStorage(target:
GLenum, internalformat: GLenum, width: GLsizei, height:
GLsizei) | void |
| sampleCoverage(value:
GLclampf,
invert:
GLboolean) | void |
| sampleCoverage(value:
GLclampf, invert:
GLboolean) | void |
| scissor(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| scissor(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| shaderSource(shader:
WebGLShader,
source:
string) | void |
| shaderSource(shader:
WebGLShader, source:
string) | void |
| stencilFunc(func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilFunc(func:
GLenum, ref: GLint, mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum,
func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum, func: GLenum, ref: GLint, mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum,
mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum, mask:
GLuint) | void |
| stencilOp(fail:
GLenum,
zfail:
GLenum,
zpass:
GLenum) | void |
| stencilOp(fail:
GLenum, zfail: GLenum, zpass:
GLenum) | void |
| stencilOpSeparate(face:
GLenum,
fail:
GLenum,
zfail:
GLenum,
zpass:
GLenum) | void |
| stencilOpSeparate(face:
GLenum, fail: GLenum, zfail: GLenum, zpass:
GLenum) | void |
| texParameterf(target:
GLenum,
pname:
GLenum,
param:
GLfloat) | void |
| texParameterf(target:
GLenum, pname: GLenum, param:
GLfloat) | void |
| texParameteri(target:
GLenum,
pname:
GLenum,
param:
GLint) | void |
| texParameteri(target:
GLenum, pname: GLenum, param:
GLint) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null, x:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y:
GLfloat) | void |
| uniform3f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat) | void |
| uniform3f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y: GLfloat, z:
GLfloat) | void |
| uniform4f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat,
w:
GLfloat) | void |
| uniform4f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y: GLfloat, z: GLfloat, w:
GLfloat) | void |
| uniform1i(location:
WebGLUniformLocation
\|
null,
x:
GLint) | void |
| uniform1i(location:
WebGLUniformLocation
\|
null, x:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null, x: GLint, y:
GLint) | void |
| uniform3i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint,
z:
GLint) | void |
| uniform3i(location:
WebGLUniformLocation
\|
null, x: GLint, y: GLint, z:
GLint) | void |
| uniform4i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
GLint,
z:
GLint,
w:
GLint) | void |
| uniform4i(location:
WebGLUniformLocation
\|
null, x: GLint, y: GLint, z: GLint, w:
GLint) | void |
| useProgram(program:
WebGLProgram
\|
null) | void |
| useProgram(program:
WebGLProgram
\|
null) | void |
| validateProgram(program:
WebGLProgram) | void |
| validateProgram(program:
WebGLProgram) | void |
| vertexAttrib1f(index:
GLuint,
x:
GLfloat) | void |
| vertexAttrib1f(index:
GLuint, x:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint,
x:
GLfloat,
y:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint, x: GLfloat, y:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint, x: GLfloat, y: GLfloat, z:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat,
w:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w:
GLfloat) | void |
| vertexAttrib1fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib1fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib3fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib3fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib4fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib4fv(index:
GLuint, values:
Float32List) | void |
| vertexAttribPointer(index:
GLuint,
size:
GLint,
type:
GLenum,
normalized:
GLboolean,
stride:
GLsizei,
offset:
GLintptr) | void |
| vertexAttribPointer(index:
GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset:
GLintptr) | void |
| viewport(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| viewport(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
## WebGLRenderingContextOverloads
## WebGLRenderingContextOverloads
...
@@ -563,24 +563,24 @@ WebGLRenderingContextOverloads
...
@@ -563,24 +563,24 @@ WebGLRenderingContextOverloads
| 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,
data:
BufferSource
\|
null,
usage:
GLenum) | void |
| bufferData(target:
GLenum, data: BufferSource
\|
null, usage:
GLenum) | void |
| bufferSubData(target:
GLenum,
offset:
GLintptr,
data:
BufferSource) | void |
| bufferSubData(target:
GLenum, offset: GLintptr, data:
BufferSource) | void |
| compressedTexImage2D(target:
GLenum,
level:
GLint,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei,
border:
GLint,
data:
ArrayBufferView) | void |
| compressedTexImage2D(target:
GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data:
ArrayBufferView) | void |
| compressedTexSubImage2D(target:
GLenum,
level:
GLint,
xoffset:
GLint,
yoffset:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
data:
ArrayBufferView) | void |
| compressedTexSubImage2D(target:
GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data:
ArrayBufferView) | void |
| readPixels(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei,
format:
GLenum,
type:
GLenum,
pixels:
ArrayBufferView
\|
null) | void;
|
| readPixels(x:
GLint, y: GLint, width: GLsizei, height: GLsizei, 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, 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 |
| uniform1fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform1fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix2fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix3fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null,
transpose:
GLboolean,
value:
Float32List) | void |
| uniformMatrix4fv(location:
WebGLUniformLocation
\|
null, transpose: GLboolean, value:
Float32List) | void |
zh-cn/application-dev/reference/apis/js-apis-webgl2.md
浏览文件 @
58b285a6
...
@@ -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 |
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