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Provides an interface to the OpenGL ES 2.0 graphics rendering context for the drawing surface of an HTML element.

Hierarchy

Index

Properties

Methods

Properties

ACTIVE_ATTRIBUTES: number
ACTIVE_TEXTURE: number
ACTIVE_UNIFORMS: number
ALIASED_LINE_WIDTH_RANGE: number
ALIASED_POINT_SIZE_RANGE: number
ALPHA: number
ALPHA_BITS: number
ALWAYS: number
ARRAY_BUFFER: number
ARRAY_BUFFER_BINDING: number
ATTACHED_SHADERS: number
BACK: number
BLEND: number
BLEND_COLOR: number
BLEND_DST_ALPHA: number
BLEND_DST_RGB: number
BLEND_EQUATION: number
BLEND_EQUATION_ALPHA: number
BLEND_EQUATION_RGB: number
BLEND_SRC_ALPHA: number
BLEND_SRC_RGB: number
BLUE_BITS: number
BOOL: number
BOOL_VEC2: number
BOOL_VEC3: number
BOOL_VEC4: number
BROWSER_DEFAULT_WEBGL: number
BUFFER_SIZE: number
BUFFER_USAGE: number
BYTE: number
CCW: number
CLAMP_TO_EDGE: number
COLOR_ATTACHMENT0: number
COLOR_BUFFER_BIT: number
COLOR_CLEAR_VALUE: number
COLOR_WRITEMASK: number
COMPILE_STATUS: number
COMPRESSED_TEXTURE_FORMATS: number
CONSTANT_ALPHA: number
CONSTANT_COLOR: number
CONTEXT_LOST_WEBGL: number
CULL_FACE: number
CULL_FACE_MODE: number
CURRENT_PROGRAM: number
CURRENT_VERTEX_ATTRIB: number
CW: number
DECR: number
DECR_WRAP: number
DELETE_STATUS: number
DEPTH_ATTACHMENT: number
DEPTH_BITS: number
DEPTH_BUFFER_BIT: number
DEPTH_CLEAR_VALUE: number
DEPTH_COMPONENT: number
DEPTH_COMPONENT16: number
DEPTH_FUNC: number
DEPTH_RANGE: number
DEPTH_STENCIL: number
DEPTH_STENCIL_ATTACHMENT: number
DEPTH_TEST: number
DEPTH_WRITEMASK: number
DITHER: number
DONT_CARE: number
DST_ALPHA: number
DST_COLOR: number
DYNAMIC_DRAW: number
ELEMENT_ARRAY_BUFFER: number
ELEMENT_ARRAY_BUFFER_BINDING: number
EQUAL: number
FASTEST: number
FLOAT: number
FLOAT_MAT2: number
FLOAT_MAT3: number
FLOAT_MAT4: number
FLOAT_VEC2: number
FLOAT_VEC3: number
FLOAT_VEC4: number
FRAGMENT_SHADER: number
FRAMEBUFFER: number
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: number
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: number
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: number
FRAMEBUFFER_BINDING: number
FRAMEBUFFER_COMPLETE: number
FRAMEBUFFER_INCOMPLETE_ATTACHMENT: number
FRAMEBUFFER_INCOMPLETE_DIMENSIONS: number
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: number
FRAMEBUFFER_UNSUPPORTED: number
FRONT: number
FRONT_AND_BACK: number
FRONT_FACE: number
FUNC_ADD: number
FUNC_REVERSE_SUBTRACT: number
FUNC_SUBTRACT: number
GENERATE_MIPMAP_HINT: number
GEQUAL: number
GREATER: number
GREEN_BITS: number
HIGH_FLOAT: number
HIGH_INT: number
IMPLEMENTATION_COLOR_READ_FORMAT: number
IMPLEMENTATION_COLOR_READ_TYPE: number
INCR: number
INCR_WRAP: number
INT: number
INT_VEC2: number
INT_VEC3: number
INT_VEC4: number
INVALID_ENUM: number
INVALID_FRAMEBUFFER_OPERATION: number
INVALID_OPERATION: number
INVALID_VALUE: number
INVERT: number
KEEP: number
LEQUAL: number
LESS: number
LINEAR: number
LINEAR_MIPMAP_LINEAR: number
LINEAR_MIPMAP_NEAREST: number
LINES: number
LINE_LOOP: number
LINE_STRIP: number
LINE_WIDTH: number
LINK_STATUS: number
LOW_FLOAT: number
LOW_INT: number
LUMINANCE: number
LUMINANCE_ALPHA: number
MAX_COMBINED_TEXTURE_IMAGE_UNITS: number
MAX_CUBE_MAP_TEXTURE_SIZE: number
MAX_FRAGMENT_UNIFORM_VECTORS: number
MAX_RENDERBUFFER_SIZE: number
MAX_TEXTURE_IMAGE_UNITS: number
MAX_TEXTURE_SIZE: number
MAX_VARYING_VECTORS: number
MAX_VERTEX_ATTRIBS: number
MAX_VERTEX_TEXTURE_IMAGE_UNITS: number
MAX_VERTEX_UNIFORM_VECTORS: number
MAX_VIEWPORT_DIMS: number
MEDIUM_FLOAT: number
MEDIUM_INT: number
MIRRORED_REPEAT: number
NEAREST: number
NEAREST_MIPMAP_LINEAR: number
NEAREST_MIPMAP_NEAREST: number
NEVER: number
NICEST: number
NONE: number
NOTEQUAL: number
NO_ERROR: number
ONE: number
ONE_MINUS_CONSTANT_ALPHA: number
ONE_MINUS_CONSTANT_COLOR: number
ONE_MINUS_DST_ALPHA: number
ONE_MINUS_DST_COLOR: number
ONE_MINUS_SRC_ALPHA: number
ONE_MINUS_SRC_COLOR: number
OUT_OF_MEMORY: number
PACK_ALIGNMENT: number
POINTS: number
POLYGON_OFFSET_FACTOR: number
POLYGON_OFFSET_FILL: number
POLYGON_OFFSET_UNITS: number
RED_BITS: number
RENDERBUFFER: number
RENDERBUFFER_ALPHA_SIZE: number
RENDERBUFFER_BINDING: number
RENDERBUFFER_BLUE_SIZE: number
RENDERBUFFER_DEPTH_SIZE: number
RENDERBUFFER_GREEN_SIZE: number
RENDERBUFFER_HEIGHT: number
RENDERBUFFER_INTERNAL_FORMAT: number
RENDERBUFFER_RED_SIZE: number
RENDERBUFFER_STENCIL_SIZE: number
RENDERBUFFER_WIDTH: number
RENDERER: number
REPEAT: number
REPLACE: number
RGB: number
RGB565: number
RGB5_A1: number
RGBA: number
RGBA4: number
SAMPLER_2D: number
SAMPLER_CUBE: number
SAMPLES: number
SAMPLE_ALPHA_TO_COVERAGE: number
SAMPLE_BUFFERS: number
SAMPLE_COVERAGE: number
SAMPLE_COVERAGE_INVERT: number
SAMPLE_COVERAGE_VALUE: number
SCISSOR_BOX: number
SCISSOR_TEST: number
SHADER_TYPE: number
SHADING_LANGUAGE_VERSION: number
SHORT: number
SRC_ALPHA: number
SRC_ALPHA_SATURATE: number
SRC_COLOR: number
STATIC_DRAW: number
STENCIL_ATTACHMENT: number
STENCIL_BACK_FAIL: number
STENCIL_BACK_FUNC: number
STENCIL_BACK_PASS_DEPTH_FAIL: number
STENCIL_BACK_PASS_DEPTH_PASS: number
STENCIL_BACK_REF: number
STENCIL_BACK_VALUE_MASK: number
STENCIL_BACK_WRITEMASK: number
STENCIL_BITS: number
STENCIL_BUFFER_BIT: number
STENCIL_CLEAR_VALUE: number
STENCIL_FAIL: number
STENCIL_FUNC: number
STENCIL_INDEX8: number
STENCIL_PASS_DEPTH_FAIL: number
STENCIL_PASS_DEPTH_PASS: number
STENCIL_REF: number
STENCIL_TEST: number
STENCIL_VALUE_MASK: number
STENCIL_WRITEMASK: number
STREAM_DRAW: number
SUBPIXEL_BITS: number
TEXTURE: number
TEXTURE0: number
TEXTURE1: number
TEXTURE10: number
TEXTURE11: number
TEXTURE12: number
TEXTURE13: number
TEXTURE14: number
TEXTURE15: number
TEXTURE16: number
TEXTURE17: number
TEXTURE18: number
TEXTURE19: number
TEXTURE2: number
TEXTURE20: number
TEXTURE21: number
TEXTURE22: number
TEXTURE23: number
TEXTURE24: number
TEXTURE25: number
TEXTURE26: number
TEXTURE27: number
TEXTURE28: number
TEXTURE29: number
TEXTURE3: number
TEXTURE30: number
TEXTURE31: number
TEXTURE4: number
TEXTURE5: number
TEXTURE6: number
TEXTURE7: number
TEXTURE8: number
TEXTURE9: number
TEXTURE_2D: number
TEXTURE_BINDING_2D: number
TEXTURE_BINDING_CUBE_MAP: number
TEXTURE_CUBE_MAP: number
TEXTURE_CUBE_MAP_NEGATIVE_X: number
TEXTURE_CUBE_MAP_NEGATIVE_Y: number
TEXTURE_CUBE_MAP_NEGATIVE_Z: number
TEXTURE_CUBE_MAP_POSITIVE_X: number
TEXTURE_CUBE_MAP_POSITIVE_Y: number
TEXTURE_CUBE_MAP_POSITIVE_Z: number
TEXTURE_MAG_FILTER: number
TEXTURE_MIN_FILTER: number
TEXTURE_WRAP_S: number
TEXTURE_WRAP_T: number
TRIANGLES: number
TRIANGLE_FAN: number
TRIANGLE_STRIP: number
UNPACK_ALIGNMENT: number
UNPACK_COLORSPACE_CONVERSION_WEBGL: number
UNPACK_FLIP_Y_WEBGL: number
UNPACK_PREMULTIPLY_ALPHA_WEBGL: number
UNSIGNED_BYTE: number
UNSIGNED_INT: number
UNSIGNED_SHORT: number
UNSIGNED_SHORT_4_4_4_4: number
UNSIGNED_SHORT_5_5_5_1: number
UNSIGNED_SHORT_5_6_5: number
VALIDATE_STATUS: number
VENDOR: number
VERSION: number
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: number
VERTEX_ATTRIB_ARRAY_ENABLED: number
VERTEX_ATTRIB_ARRAY_NORMALIZED: number
VERTEX_ATTRIB_ARRAY_POINTER: number
VERTEX_ATTRIB_ARRAY_SIZE: number
VERTEX_ATTRIB_ARRAY_STRIDE: number
VERTEX_ATTRIB_ARRAY_TYPE: number
VERTEX_SHADER: number
VIEWPORT: number
ZERO: number
drawingBufferHeight: number
drawingBufferWidth: number

Methods

  • activeTexture(texture: number): void
  • blendColor(red: number, green: number, blue: number, alpha: number): void
  • Parameters

    • red: number
    • green: number
    • blue: number
    • alpha: number

    Returns void

  • blendEquation(mode: number): void
  • blendEquationSeparate(modeRGB: number, modeAlpha: number): void
  • blendFunc(sfactor: number, dfactor: number): void
  • blendFuncSeparate(srcRGB: number, dstRGB: number, srcAlpha: number, dstAlpha: number): void
  • bufferData(target: number, size: number, usage: number): void
  • bufferData(target: number, data: null | BufferSource, usage: number): void
  • bufferSubData(target: number, offset: number, data: BufferSource): void
  • checkFramebufferStatus(target: number): number
  • clear(mask: number): void
  • clearColor(red: number, green: number, blue: number, alpha: number): void
  • Parameters

    • red: number
    • green: number
    • blue: number
    • alpha: number

    Returns void

  • clearDepth(depth: number): void
  • clearStencil(s: number): void
  • colorMask(red: boolean, green: boolean, blue: boolean, alpha: boolean): void
  • Parameters

    • red: boolean
    • green: boolean
    • blue: boolean
    • alpha: boolean

    Returns void

  • compressedTexImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, data: ArrayBufferView): void
  • Parameters

    • target: number
    • level: number
    • internalformat: number
    • width: number
    • height: number
    • border: number
    • data: ArrayBufferView

    Returns void

  • compressedTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, data: ArrayBufferView): void
  • Parameters

    • target: number
    • level: number
    • xoffset: number
    • yoffset: number
    • width: number
    • height: number
    • format: number
    • data: ArrayBufferView

    Returns void

  • copyTexImage2D(target: number, level: number, internalformat: number, x: number, y: number, width: number, height: number, border: number): void
  • Parameters

    • target: number
    • level: number
    • internalformat: number
    • x: number
    • y: number
    • width: number
    • height: number
    • border: number

    Returns void

  • copyTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, x: number, y: number, width: number, height: number): void
  • Parameters

    • target: number
    • level: number
    • xoffset: number
    • yoffset: number
    • x: number
    • y: number
    • width: number
    • height: number

    Returns void

  • cullFace(mode: number): void
  • depthFunc(func: number): void
  • depthMask(flag: boolean): void
  • depthRange(zNear: number, zFar: number): void
  • disable(cap: number): void
  • disableVertexAttribArray(index: number): void
  • drawArrays(mode: number, first: number, count: number): void
  • drawElements(mode: number, count: number, type: number, offset: number): void
  • enable(cap: number): void
  • enableVertexAttribArray(index: number): void
  • finish(): void
  • flush(): void
  • framebufferRenderbuffer(target: number, attachment: number, renderbuffertarget: number, renderbuffer: null | internal.WebGLRenderbuffer): void
  • framebufferTexture2D(target: number, attachment: number, textarget: number, texture: null | internal.WebGLTexture, level: number): void
  • frontFace(mode: number): void
  • generateMipmap(target: number): void
  • getBufferParameter(target: number, pname: number): any
  • getError(): number
  • getFramebufferAttachmentParameter(target: number, attachment: number, pname: number): any
  • getParameter(pname: number): any
  • getRenderbufferParameter(target: number, pname: number): any
  • getSupportedExtensions(): null | string[]
  • getTexParameter(target: number, pname: number): any
  • getVertexAttrib(index: number, pname: number): any
  • getVertexAttribOffset(index: number, pname: number): number
  • hint(target: number, mode: number): void
  • Parameters

    • target: number
    • mode: number

    Returns void

  • isContextLost(): boolean
  • isEnabled(cap: number): boolean
  • lineWidth(width: number): void
  • pixelStorei(pname: number, param: number | boolean): void
  • polygonOffset(factor: number, units: number): void
  • readPixels(x: number, y: number, width: number, height: number, format: number, type: number, pixels: null | ArrayBufferView): void
  • Parameters

    • x: number
    • y: number
    • width: number
    • height: number
    • format: number
    • type: number
    • pixels: null | ArrayBufferView

    Returns void

  • renderbufferStorage(target: number, internalformat: number, width: number, height: number): void
  • sampleCoverage(value: number, invert: boolean): void
  • scissor(x: number, y: number, width: number, height: number): void
  • Parameters

    • x: number
    • y: number
    • width: number
    • height: number

    Returns void

  • stencilFunc(func: number, ref: number, mask: number): void
  • stencilFuncSeparate(face: number, func: number, ref: number, mask: number): void
  • stencilMask(mask: number): void
  • stencilMaskSeparate(face: number, mask: number): void
  • stencilOp(fail: number, zfail: number, zpass: number): void
  • stencilOpSeparate(face: number, fail: number, zfail: number, zpass: number): void
  • texImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, format: number, type: number, pixels: null | ArrayBufferView): void
  • texImage2D(target: number, level: number, internalformat: number, format: number, type: number, source: TexImageSource): void
  • Parameters

    • target: number
    • level: number
    • internalformat: number
    • width: number
    • height: number
    • border: number
    • format: number
    • type: number
    • pixels: null | ArrayBufferView

    Returns void

  • Parameters

    • target: number
    • level: number
    • internalformat: number
    • format: number
    • type: number
    • source: TexImageSource

    Returns void

  • texParameterf(target: number, pname: number, param: number): void
  • texParameteri(target: number, pname: number, param: number): void
  • texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, type: number, pixels: null | ArrayBufferView): void
  • texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, source: TexImageSource): void
  • Parameters

    • target: number
    • level: number
    • xoffset: number
    • yoffset: number
    • width: number
    • height: number
    • format: number
    • type: number
    • pixels: null | ArrayBufferView

    Returns void

  • Parameters

    • target: number
    • level: number
    • xoffset: number
    • yoffset: number
    • format: number
    • type: number
    • source: TexImageSource

    Returns void

  • vertexAttrib1f(index: number, x: number): void
  • vertexAttrib1fv(index: number, values: Float32List): void
  • vertexAttrib2f(index: number, x: number, y: number): void
  • vertexAttrib2fv(index: number, values: Float32List): void
  • vertexAttrib3f(index: number, x: number, y: number, z: number): void
  • vertexAttrib3fv(index: number, values: Float32List): void
  • vertexAttrib4f(index: number, x: number, y: number, z: number, w: number): void
  • vertexAttrib4fv(index: number, values: Float32List): void
  • vertexAttribPointer(index: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void
  • Parameters

    • index: number
    • size: number
    • type: number
    • normalized: boolean
    • stride: number
    • offset: number

    Returns void

  • viewport(x: number, y: number, width: number, height: number): void
  • Parameters

    • x: number
    • y: number
    • width: number
    • height: number

    Returns void

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