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72812ee0
编写于
7月 14, 2022
作者:
葛
葛亚芳
提交者:
Gitee
7月 14, 2022
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
update zh-cn/application-dev/reference/apis/js-apis-webgl.md.
Signed-off-by:
N
@ge-yafang
<
geyafang@huawei.com
>
上级
f0df801d
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
136 addition
and
136 deletion
+136
-136
zh-cn/application-dev/reference/apis/js-apis-webgl.md
zh-cn/application-dev/reference/apis/js-apis-webgl.md
+136
-136
未找到文件。
zh-cn/application-dev/reference/apis/js-apis-webgl.md
浏览文件 @
72812ee0
...
...
@@ -428,7 +428,7 @@ WebGLRenderingContextBase
| CONTEXT_LOST_WEBGL | GLenum | 是 |
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 |
| BROWSER_DEFAULT_WEBGL | GLenum | 是 |
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | 是 |
| canvas | HTMLCanvasElement
\|
OffscreenCanvas | 是 |
| drawingBufferWidth | GLsizei | 是 |
| drawingBufferHeight | GLsizei | 是 |
...
...
@@ -437,124 +437,124 @@ WebGLRenderingContextBase
| 方法 | 返回值类型 |
| -------- | -------- |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| getContextAttributes() | WebGLContextAttributes
\|
null |
| isContextLost() | boolean |
| getSupportedExtensions() | string[]
\|
null |
| getExtension(name:
string) | any |
| activeTexture(texture:
GLenum) | void |
| attachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| bindAttribLocation(program:
WebGLProgram,
index:
GLuint,
name:
string) | void |
| bindBuffer(target:
GLenum,
buffer:
WebGLBuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum,
framebuffer:
WebGLFramebuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum,
renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| bindTexture(target:
GLenum,
texture:
WebGLTexture
\|
null) | void |
| blendColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum,
modeAlpha:
GLenum) | void |
| blendFunc(sfactor:
GLenum,
dfactor:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum,
dstRGB:
GLenum,
srcAlpha:
GLenum,
dstAlpha:
GLenum) | void |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| clear(mask:
GLbitfield) | void |
| clearColor(red:
GLclampf,
green:
GLclampf,
blue:
GLclampf,
alpha:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearStencil(s:
GLint) | void |
| colorMask(red:
GLboolean,
green:
GLboolean,
blue:
GLboolean,
alpha:
GLboolean) | void |
| compileShader(shader:
WebGLShader) | 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 |
| createBuffer() | WebGLBuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createTexture() | WebGLTexture
\|
null |
| cullFace(mode:
GLenum) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| depthFunc(func:
GLenum) | void |
| depthMask(flag:
GLboolean) | void |
| depthRange(zNear:
GLclampf,
zFar:
GLclampf) | void |
| detachShader(program:
WebGLProgram,
shader:
WebGLShader) | void |
| disable(cap:
GLenum) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| drawArrays(mode:
GLenum,
first:
GLint,
count:
GLsizei) | void |
| drawElements(mode:
GLenum,
count:
GLsizei,
type:
GLenum,
offset:
GLintptr) | void |
| enable(cap:
GLenum) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| getSupportedExtensions() | string[]
\|
null |
| getExtension(name:
string) | any |
| activeTexture(texture:
GLenum) | void |
| attachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| bindAttribLocation(program:
WebGLProgram, index: GLuint, name:
string) | void |
| bindBuffer(target:
GLenum, buffer: WebGLBuffer
\|
null) | void |
| bindFramebuffer(target:
GLenum, framebuffer: WebGLFramebuffer
\|
null) | void |
| bindRenderbuffer(target:
GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| bindTexture(target:
GLenum, texture: WebGLTexture
\|
null) | void |
| blendColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| blendEquation(mode:
GLenum) | void |
| blendEquationSeparate(modeRGB:
GLenum, modeAlpha:
GLenum) | void |
| blendFunc(sfactor:
GLenum, dfactor:
GLenum) | void |
| blendFuncSeparate(srcRGB:
GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha:
GLenum) | void |
| checkFramebufferStatus(target:
GLenum) | GLenum |
| clear(mask:
GLbitfield) | void |
| clearColor(red:
GLclampf, green: GLclampf, blue: GLclampf, alpha:
GLclampf) | void |
| clearDepth(depth:
GLclampf) | void |
| clearStencil(s:
GLint) | void |
| colorMask(red:
GLboolean, green: GLboolean, blue: GLboolean, alpha:
GLboolean) | void |
| compileShader(shader:
WebGLShader) | 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 |
| createBuffer() | WebGLBuffer
\|
null |
| createFramebuffer() | WebGLFramebuffer
\|
null |
| createProgram() | WebGLProgram
\|
null |
| createRenderbuffer() | WebGLRenderbuffer
\|
null |
| createShader(type:
GLenum) | WebGLShader
\|
null |
| createTexture() | WebGLTexture
\|
null |
| cullFace(mode:
GLenum) | void |
| deleteBuffer(buffer:
WebGLBuffer
\|
null) | void |
| deleteFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | void |
| deleteProgram(program:
WebGLProgram
\|
null) | void |
| deleteRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | void |
| deleteShader(shader:
WebGLShader
\|
null) | void |
| deleteTexture(texture:
WebGLTexture
\|
null) | void |
| depthFunc(func:
GLenum) | void |
| depthMask(flag:
GLboolean) | void |
| depthRange(zNear:
GLclampf, zFar:
GLclampf) | void |
| detachShader(program:
WebGLProgram, shader:
WebGLShader) | void |
| disable(cap:
GLenum) | void |
| disableVertexAttribArray(index:
GLuint) | void |
| drawArrays(mode:
GLenum, first: GLint, count:
GLsizei) | void |
| drawElements(mode:
GLenum, count: GLsizei, type: GLenum, offset:
GLintptr) | void |
| enable(cap:
GLenum) | void |
| enableVertexAttribArray(index:
GLuint) | void |
| finish() | void |
| flush() | 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 |
| frontFace(mode:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| getActiveAttrib(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram,
index:
GLuint) | WebGLActiveInfo
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttribLocation(program:
WebGLProgram,
name:
string) | GLint |
| getBufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| framebufferRenderbuffer(target:
GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer
\|
null) | void |
| framebufferTexture2D(target:
GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture
\|
null, level:
GLint) | void |
| frontFace(mode:
GLenum) | void |
| generateMipmap(target:
GLenum) | void |
| getActiveAttrib(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getActiveUniform(program:
WebGLProgram, index: GLuint) | WebGLActiveInfo
\|
null |
| getAttachedShaders(program:
WebGLProgram) | WebGLShader[]
\|
null |
| getAttribLocation(program:
WebGLProgram, name:
string) | GLint |
| getBufferParameter(target:
GLenum, pname:
GLenum) | any |
| getParameter(pname:
GLenum) | any |
| getError() | GLenum |
| getFramebufferAttachmentParameter(target:
GLenum,
attachment:
GLenum,
pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram,
pname:
GLenum) | any |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getRenderbufferParameter(target:
GLenum,
pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader,
pname:
GLenum) | any |
| getShaderPrecisionFormat(shadertype:
GLenum,
precisiontype:
GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getTexParameter(target:
GLenum,
pname:
GLenum) | any |
| getUniform(program:
WebGLProgram,
location:
WebGLUniformLocation) | any |
| getUniformLocation(program:
WebGLProgram,
name:
string) | WebGLUniformLocation
\|
null |
| getVertexAttrib(index:
GLuint,
pname:
GLenum) | any |
| getVertexAttribOffset(index:
GLuint,
pname:
GLenum) | GLintptr |
| hint(target:
GLenum,
mode:
GLenum) | void |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| lineWidth(width:
GLfloat) | void |
| linkProgram(program:
WebGLProgram) | void |
| pixelStorei(pname:
GLenum,
param:
GLint
\|
GLboolean) | void |
| polygonOffset(factor:
GLfloat,
units:
GLfloat) | void |
| renderbufferStorage(target:
GLenum,
internalformat:
GLenum,
width:
GLsizei,
height:
GLsizei) | void |
| sampleCoverage(value:
GLclampf,
invert:
GLboolean) | void |
| scissor(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| shaderSource(shader:
WebGLShader,
source:
string) | void |
| stencilFunc(func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum,
func:
GLenum,
ref:
GLint,
mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum,
mask:
GLuint) | void |
| stencilOp(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 |
| texParameteri(target:
GLenum,
pname:
GLenum,
param:
GLint) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null,
x:
GLfloat,
y:
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 |
| uniform1i(location:
WebGLUniformLocation
\|
null,
x:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null,
x:
GLint,
y:
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 |
| useProgram(program:
WebGLProgram
\|
null) | void |
| validateProgram(program:
WebGLProgram) | void |
| vertexAttrib1f(index:
GLuint,
x:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint,
x:
GLfloat,
y:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint,
x:
GLfloat,
y:
GLfloat,
z:
GLfloat,
w:
GLfloat) | void |
| vertexAttrib1fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint,
values:
Float32List) | void |
| vertexAttrib3fv(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 |
| viewport(x:
GLint,
y:
GLint,
width:
GLsizei,
height:
GLsizei) | void |
| getFramebufferAttachmentParameter(target:
GLenum, attachment: GLenum, pname:
GLenum) | any |
| getProgramParameter(program:
WebGLProgram, pname:
GLenum) | any |
| getProgramInfoLog(program:
WebGLProgram) | string
\|
null |
| getRenderbufferParameter(target:
GLenum, pname:
GLenum) | any |
| getShaderParameter(shader:
WebGLShader, pname:
GLenum) | any |
| getShaderPrecisionFormat(shadertype:
GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat
\|
null |
| getShaderInfoLog(shader:
WebGLShader) | string
\|
null |
| getShaderSource(shader:
WebGLShader) | string
\|
null |
| getTexParameter(target:
GLenum, pname:
GLenum) | any |
| getUniform(program:
WebGLProgram, location:
WebGLUniformLocation) | any |
| getUniformLocation(program:
WebGLProgram, name: string) | WebGLUniformLocation
\|
null |
| getVertexAttrib(index:
GLuint, pname:
GLenum) | any |
| getVertexAttribOffset(index:
GLuint, pname:
GLenum) | GLintptr |
| hint(target:
GLenum, mode:
GLenum) | void |
| isBuffer(buffer:
WebGLBuffer
\|
null) | GLboolean |
| isEnabled(cap:
GLenum) | GLboolean |
| isFramebuffer(framebuffer:
WebGLFramebuffer
\|
null) | GLboolean |
| isProgram(program:
WebGLProgram
\|
null) | GLboolean |
| isRenderbuffer(renderbuffer:
WebGLRenderbuffer
\|
null) | GLboolean |
| isShader(shader:
WebGLShader
\|
null) | GLboolean |
| isTexture(texture:
WebGLTexture
\|
null) | GLboolean |
| lineWidth(width:
GLfloat) | void |
| linkProgram(program:
WebGLProgram) | void |
| pixelStorei(pname:
GLenum, param: GLint
\|
GLboolean) | void |
| polygonOffset(factor:
GLfloat, units:
GLfloat) | void |
| renderbufferStorage(target:
GLenum, internalformat: GLenum, width: GLsizei, height:
GLsizei) | void |
| sampleCoverage(value:
GLclampf, invert:
GLboolean) | void |
| scissor(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
| shaderSource(shader:
WebGLShader, source:
string) | void |
| stencilFunc(func:
GLenum, ref: GLint, mask:
GLuint) | void |
| stencilFuncSeparate(face:
GLenum, func: GLenum, ref: GLint, mask:
GLuint) | void |
| stencilMask(mask:
GLuint) | void |
| stencilMaskSeparate(face:
GLenum, mask:
GLuint) | void |
| stencilOp(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 |
| texParameteri(target:
GLenum, pname: GLenum, param:
GLint) | void |
| uniform1f(location:
WebGLUniformLocation
\|
null, x:
GLfloat) | void |
| uniform2f(location:
WebGLUniformLocation
\|
null, x: GLfloat, y:
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 |
| uniform1i(location:
WebGLUniformLocation
\|
null, x:
GLint) | void |
| uniform2i(location:
WebGLUniformLocation
\|
null, x: GLint, y:
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 |
| useProgram(program:
WebGLProgram
\|
null) | void |
| validateProgram(program:
WebGLProgram) | void |
| vertexAttrib1f(index:
GLuint, x:
GLfloat) | void |
| vertexAttrib2f(index:
GLuint, x: GLfloat, y:
GLfloat) | void |
| vertexAttrib3f(index:
GLuint, x: GLfloat, y: GLfloat, z:
GLfloat) | void |
| vertexAttrib4f(index:
GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w:
GLfloat) | void |
| vertexAttrib1fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib2fv(index:
GLuint, values:
Float32List) | void |
| vertexAttrib3fv(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 |
| viewport(x:
GLint, y: GLint, width: GLsizei, height:
GLsizei) | void |
## WebGLRenderingContextOverloads
...
...
@@ -563,24 +563,24 @@ WebGLRenderingContextOverloads
| 方法 | 返回值类型 |
| -------- | -------- |
| bufferData(target:
GLenum,
size:
GLsizeiptr,
usage:
GLenum) | void |
| bufferData(target:
GLenum,
data:
BufferSource
\|
null,
usage:
GLenum) | 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 |
| 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; |
| 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 |
| 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 |
| uniform1fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null,
v:
Float32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null,
v:
Int32List) | void |
| uniformMatrix2fv(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 |
| bufferData(target:
GLenum, size: GLsizeiptr, usage:
GLenum) | void |
| bufferData(target:
GLenum, data: BufferSource
\|
null, usage:
GLenum) | 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 |
| 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; |
| 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 |
| 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 |
| uniform1fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform2fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform3fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform4fv(location:
WebGLUniformLocation
\|
null, v:
Float32List) | void |
| uniform1iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform2iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform3iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniform4iv(location:
WebGLUniformLocation
\|
null, v:
Int32List) | void |
| uniformMatrix2fv(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 |
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