Hi there! Are you looking for the official Deno documentation? Try docs.deno.com for all your Deno learning needs.

WebGL2RenderingContextOverloads

interface WebGL2RenderingContextOverloads {
bufferData(
target: GLenum,
size: GLsizeiptr,
usage: GLenum,
): void;
bufferData(
target: GLenum,
srcData: BufferSource | null,
usage: GLenum,
): void;
bufferData(
target: GLenum,
srcData: ArrayBufferView,
usage: GLenum,
srcOffset: GLuint,
length?: GLuint,
): void;
bufferSubData(
target: GLenum,
dstByteOffset: GLintptr,
srcData: BufferSource,
): void;
bufferSubData(
target: GLenum,
dstByteOffset: GLintptr,
srcData: ArrayBufferView,
srcOffset: GLuint,
length?: 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,
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,
srcData: ArrayBufferView,
srcOffset?: GLuint,
srcLengthOverride?: 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,
offset: GLintptr,
): void;
readPixels(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
dstData: ArrayBufferView,
dstOffset: 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,
format: GLenum,
type: GLenum,
): 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,
): 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,
pixels: ArrayBufferView | null,
): void;
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
format: GLenum,
type: GLenum,
): 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,
): void;
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView,
srcOffset: GLuint,
): void;
uniform1fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform1fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform1iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform1iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform2fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform2fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform2iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform2iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform3fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform3fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform3iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform3iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform4fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform4fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform4iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniform4iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix2fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix2fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix3fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix3fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix4fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
uniformMatrix4fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void;
}

§Methods

§
bufferData(
target: GLenum,
size: GLsizeiptr,
usage: GLenum,
): void
[src]
§
bufferData(
target: GLenum,
srcData: BufferSource | null,
usage: GLenum,
): void
[src]
§
bufferData(
target: GLenum,
srcData: ArrayBufferView,
usage: GLenum,
srcOffset: GLuint,
length?: GLuint,
): void
[src]
§
bufferSubData(
target: GLenum,
dstByteOffset: GLintptr,
srcData: BufferSource,
): void
[src]
§
bufferSubData(
target: GLenum,
dstByteOffset: GLintptr,
srcData: ArrayBufferView,
srcOffset: GLuint,
length?: GLuint,
): void
[src]
§
compressedTexImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
imageSize: GLsizei,
offset: GLintptr,
): void
[src]
§
compressedTexImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
srcData: ArrayBufferView,
srcOffset?: GLuint,
srcLengthOverride?: GLuint,
): void
[src]
§
compressedTexSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
imageSize: GLsizei,
offset: GLintptr,
): void
[src]
§
compressedTexSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
srcData: ArrayBufferView,
srcOffset?: GLuint,
srcLengthOverride?: GLuint,
): void
[src]
§
readPixels(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
dstData: ArrayBufferView | null,
): void
[src]
§
readPixels(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
offset: GLintptr,
): void
[src]
§
readPixels(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
dstData: ArrayBufferView,
dstOffset: GLuint,
): void
[src]
§
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
): void
[src]
§
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLint,
format: GLenum,
type: GLenum,
): void
[src]
§
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pboOffset: GLintptr,
): void
[src]
§
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
): void
[src]
§
texImage2D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView,
srcOffset: GLuint,
): void
[src]
§
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
): void
[src]
§
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
format: GLenum,
type: GLenum,
): void
[src]
§
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
pboOffset: GLintptr,
): void
[src]
§
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
): void
[src]
§
texSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView,
srcOffset: GLuint,
): void
[src]
§
uniform1fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform1fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform1iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform1iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform2fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform2fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform2iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform2iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform3fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform3fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform3iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform3iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform4fv(
location: WebGLUniformLocation | null,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform4fv(
location: WebGLUniformLocation | null,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform4iv(
location: WebGLUniformLocation | null,
data: Int32List,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniform4iv(
location: WebGLUniformLocation | null,
data: Iterable<GLint>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix2fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix2fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix3fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix3fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix4fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]
§
uniformMatrix4fv(
location: WebGLUniformLocation | null,
transpose: GLboolean,
data: Iterable<GLfloat>,
srcOffset?: GLuint,
srcLength?: GLuint,
): void
[src]