WebGLRenderingContext

@native @JSGlobal @JSType
class WebGLRenderingContext extends Object
Companion:
object
class Object
trait Any
class Object
trait Matchable
class Any

Value members

Concrete methods

def activeTexture(texture: Int): Unit

Selects the active texture unit.

Selects the active texture unit.

Value parameters:
texture

an integer specifying the texture unit to make active. Must be in 0 .. MAX_COMBINED_TEXTURE_IMAGE_UNITS-1

def attachShader(program: WebGLProgram, shader: WebGLShader): Unit

Attaches a shader (fragment or vertex) to a WebGLProgram.

Attaches a shader (fragment or vertex) to a WebGLProgram.

def bindAttribLocation(program: WebGLProgram, index: Int, name: String): Unit

Associates a vertex attribute index with a named attribute variable.

Associates a vertex attribute index with a named attribute variable.

def bindBuffer(target: Int, buffer: WebGLBuffer): Unit

Loads a a target into a WebGLBuffer.

Loads a a target into a WebGLBuffer.

Value parameters:
target

the target to bind the buffer to. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER

def bindFramebuffer(target: Int, framebuffer: WebGLFramebuffer): Unit

Loads a a target into a WebGLFramebuffer.

Loads a a target into a WebGLFramebuffer.

Value parameters:
framebuffer

a framebuffer object, or null to bind the default framebuffer.

target

the target to bind the framebuffer to. Must be WebGLRenderingContext.FRAMEBUFFER.

def bindRenderbuffer(target: Int, renderbuffer: WebGLRenderbuffer): Unit

Loads a a target into a WebGLRenderbuffer.

Loads a a target into a WebGLRenderbuffer.

Value parameters:
renderbuffer

the renderbuffer to bind. If null, any object bound to target us unbound.

target

target to bind to, must be WebGLRenderingContext.RENDERBUFFER

def bindTexture(target: Int, texture: WebGLTexture): Unit

Loads a the active texture unit into a WebGLTexture.

Loads a the active texture unit into a WebGLTexture.

Value parameters:
target

the target to bind to. Must be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP

texture

the texture to bind.

def blendColor(red: Double, green: Double, blue: Double, alpha: Double): Unit

Sets the blend color used in WebGLRenderingContext.BLEND_COLOR.

Sets the blend color used in WebGLRenderingContext.BLEND_COLOR.

def blendEquation(mode: Int): Unit

Specifies the equation used for RGB and Alpha blending.

Specifies the equation used for RGB and Alpha blending.

Value parameters:
mode

blend equation to use. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT

def blendEquationSeparate(modeRGB: Int, modeAlpha: Int): Unit

Specifies the equation used for RGB and Alpha blending separately.

Specifies the equation used for RGB and Alpha blending separately.

Value parameters:
modeAlpha

blend equation to use for alpha components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT

modeRGB

blend equation to use for RGB components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT

def blendFunc(sfactor: Int, dfactor: Int): Unit
def blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Unit

Specifies how the blending factors are computed for source and destination pixels, separately for alpha and RGB.

Specifies how the blending factors are computed for source and destination pixels, separately for alpha and RGB.

Value parameters:
dstAlpha

The destination blending factor for Alpha. Accepted values are the same as srcRGB. The initial value is WebGLRenderingContext.ZERO.

dstRGB

The destination blending factor for RGB. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR, WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA, WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, WebGLRenderingContext.CONSTANT_ALPHA, or WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA. This value is initially WebGLRenderingContext.ZERO.

srcAlpha

The source blending factor for Alpha. Accepted values are the same as srcRGB. The initial value is WebGLRenderingContext.ONE.

srcRGB

The source blending factor for RGB. May be one of WebGLRenderingContext.ZERO, WebGLRenderingContext.ONE, WebGLRenderingContext.SRC_COLOR, WebGLRenderingContext.ONE_MINUS_SRC_COLOR, WebGLRenderingContext.DST_COLOR, WebGLRenderingContext.ONE_MINUS_DST_COLOR, WebGLRenderingContext.SRC_ALPHA, WebGLRenderingContext.ONE_MINUS_SRC_ALPHA, WebGLRenderingContext.DST_ALPHA, WebGLRenderingContext.ONE_MINUS_DST_ALPHA, WebGLRenderingContext.CONSTANT_COLOR, WebGLRenderingContext.ONE_MINUS_CONSTANT_COLOR, WebGLRenderingContext.CONSTANT_ALPHA, WebGLRenderingContext.ONE_MINUS_CONSTANT_ALPHA, or WebGLRenderingContext.SRC_ALPHA_SATURATE. Initially this value is WebGLRenderingContext.ONE.

def bufferData(target: Int, size: Int, usage: Int): Unit

Sets the size of the bound WebGLBuffer for the given target. The contents of the buffer are cleared to 0.

Sets the size of the bound WebGLBuffer for the given target. The contents of the buffer are cleared to 0.

Value parameters:
size

The size of the new buffer

target

The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.

usage

The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.

def bufferData(target: Int, data: ArrayBufferView, usage: Int): Unit

Resizes the bound WebGLBuffer for the given target to the size of the passed buffer, and replaces its contents with the contents of the buffer.

Resizes the bound WebGLBuffer for the given target to the size of the passed buffer, and replaces its contents with the contents of the buffer.

Value parameters:
data

the source data for the new buffer.

target

The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.

usage

The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.

def bufferData(target: Int, data: ArrayBuffer, usage: Int): Unit

Resizes the bound WebGLBuffer for the given target to the size of the passed buffer, and replaces its contents with the contents of the buffer.

Resizes the bound WebGLBuffer for the given target to the size of the passed buffer, and replaces its contents with the contents of the buffer.

Value parameters:
data

the source data for the new buffer.

target

The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.

usage

The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.

def bufferSubData(target: Int, offset: Int, data: ArrayBufferView): Unit
def bufferSubData(target: Int, offset: Int, data: ArrayBuffer): Unit
def checkFramebufferStatus(target: Int): Int

Returns the completeness status for the framebuffer.

Returns the completeness status for the framebuffer.

The possible results are:

Value parameters:
target

the target framebuffer object, must be WebGLRenderingContext.FRAMEBUFFER.

Returns:

the framebuffer status.

def clear(mask: Int): Unit
def clearColor(red: Double, green: Double, blue: Double, alpha: Double): Unit

Sets the clear color to use with WebGLRenderingContext#clear.

Sets the clear color to use with WebGLRenderingContext#clear.

def clearDepth(depth: Double): Unit

Sets the clear depth to use with WebGLRenderingContext#clear.

Sets the clear depth to use with WebGLRenderingContext#clear.

def clearStencil(s: Int): Unit

Sets the stencil value to use with WebGLRenderingContext#clear.

Sets the stencil value to use with WebGLRenderingContext#clear.

def colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit

Enable and disable writing to the given channels. For each channel, true will allow writing, false will prevent it.

Enable and disable writing to the given channels. For each channel, true will allow writing, false will prevent it.

def compileShader(shader: WebGLShader): Unit

Compiles the provided shader.

Compiles the provided shader.

The WebGLRenderingContext#getShaderParameter can be used to determine if this operation succeeded.

def compressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, data: ArrayBufferView): Unit

Loads a 2-dimensional texture into a texture unit, compressed with the specified algorithm.

Loads a 2-dimensional texture into a texture unit, compressed with the specified algorithm.

Value parameters:
border

the border width. Must be 0.

data

the compressed image data.

height

the height of the texture image.

internalformat

the format of the compressed data.

level

the mipmap level of detail. 0 is the base image.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

width

the width of the texture image.

def compressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, data: ArrayBufferView): Unit

Loads a 2-dimensional texture subimage into a texture unit, compressed with the specified algorithm.

Loads a 2-dimensional texture subimage into a texture unit, compressed with the specified algorithm.

Value parameters:
data

the compressed image data.

format

the format of the compressed image data

height

the height of the texture image.

level

the mipmap level of detail. 0 is the base image.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

width

the width of the texture image.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def copyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit

Loads a 2-dimensional texture into a texture unit from the current framebuffer.

Loads a 2-dimensional texture into a texture unit from the current framebuffer.

Value parameters:
border

the border width. Must be 0.

height

the height of the texture image.

internalformat

the format of the data. May be WebGLRenderingContext.ALPHA, WebGLRenderingContext.LUMINANCE, WebGLRenderingContext.LUMINANCE_ALPHA, WebGLRenderingContext.RGB, or WebGLRenderingContext.RGBA.

level

the mipmap level of detail. 0 is the base image.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

width

the width of the texture image.

x

the window coordinates of the lower left corner of the framebuffer.

y

the window coordinates of the lower left corner of the framebuffer.

def copyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit

Loads a 2-dimensional texture subimage into a texture unit from the current framebuffer.

Loads a 2-dimensional texture subimage into a texture unit from the current framebuffer.

Value parameters:
height

the height of the texture image.

level

the mipmap level of detail. 0 is the base image.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

width

the width of the texture image.

x

the window coordinates of the lower left corner of the framebuffer.

xoffset

the x texel offset into the texture image.

y

the window coordinates of the lower left corner of the framebuffer.

yoffset

the y texel offset into the texture image.

Creates a new WebGLBuffer.

Creates a new WebGLBuffer.

Creates a new WebGLProgram.

Creates a new WebGLProgram.

def createShader(`type`: Int): WebGLShader

Creates a new WebGLShader.

Creates a new WebGLShader.

Creates a new WebGLTexture.

Creates a new WebGLTexture.

def cullFace(mode: Int): Unit

Set the culling mode for front and back facing polygons.

Set the culling mode for front and back facing polygons.

Value parameters:
mode

the culling mode, may be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK. When WebGLRenderingContext.FRONT_AND_BACK is set, no triangles are drawn, however lines and points will.

def deleteBuffer(buffer: WebGLBuffer): Unit

Flags the specified WebGLBuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLBuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the buffer, it is not mandatory to call this method.

def deleteFramebuffer(framebuffer: WebGLFramebuffer): Unit

Flags the specified WebGLFramebuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLFramebuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the framebuffer, it is not mandatory to call this method.

def deleteProgram(program: WebGLProgram): Unit

Flags the specified WebGLProgram for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLProgram for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the program, it is not mandatory to call this method.

def deleteRenderbuffer(renderbuffer: WebGLRenderbuffer): Unit

Flags the specified WebGLRenderbuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLRenderbuffer for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the renderbuffer, it is not mandatory to call this method.

def deleteShader(shader: WebGLShader): Unit

Flags the specified WebGLShader for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLShader for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the shader, it is not mandatory to call this method.

def deleteTexture(texture: WebGLTexture): Unit

Flags the specified WebGLTexture for deletion. When it is no longer used by the WebGL system it will be deleted.

Flags the specified WebGLTexture for deletion. When it is no longer used by the WebGL system it will be deleted.

''Note'': garbage collection will also delete the texture, it is not mandatory to call this method.

def depthFunc(func: Int): Unit

Set the function used to discard fragments. When depth testing is enabled, the fragment depth is compared with the current depth, and is allowed onto the framebuffer.

Set the function used to discard fragments. When depth testing is enabled, the fragment depth is compared with the current depth, and is allowed onto the framebuffer.

Value parameters:
func

the function to allow the fragment to be drawn. Values are WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.EQUAL, WebGLRenderingContext.LEQUAL WebGLRenderingContext.GREATER, WebGLRenderingContext.NOTEQUAL, WebGLRenderingContext.GEQUAL, and WebGLRenderingContext.ALWAYS.

def depthMask(flag: Boolean): Unit

Enables/disables writing to the depth buffer.

Enables/disables writing to the depth buffer.

Value parameters:
flag

when false, depth writing is disabled, otherwise it is enabled.

def depthRange(zNear: Double, zFar: Double): Unit

Sets the mapping from normalized device coordinates to window coordinates. "normalized device coordinates" in this context really means "normalized depth map values".

Sets the mapping from normalized device coordinates to window coordinates. "normalized device coordinates" in this context really means "normalized depth map values".

''note'' there is no requirement that zNear < zFar.

Both parameters are clamped to -1 .. 1

Value parameters:
zFar

the far clipping plane, initially 1

zNear

the near clipping plane, initially 0.

def detachShader(program: WebGLProgram, shader: WebGLShader): Unit

Detaches a WebGLShader from a WebGLProgram.

Detaches a WebGLShader from a WebGLProgram.

If the shader has been flagged as deleted by a call to WebGLRenderingContext#deleteShader, it will be deleted.

def disableVertexAttribArray(index: Int): Unit

Disables the generic vertex attribute array specified by index.

Disables the generic vertex attribute array specified by index.

def drawArrays(mode: Int, first: Int, count: Int): Unit

Renders the primitives in the active arrays.

Renders the primitives in the active arrays.

Value parameters:
count

the number of indices to draw.

first

the starting index into the arrays.

mode

the kind of primitives to render. May be WebGLRenderingContext.POINTS, WebGLRenderingContext.LINES, WebGLRenderingContext.LINE_STRIP, WebGLRenderingContext.LINE_LOOP, WebGLRenderingContext.TRIANGLES, WebGLRenderingContext.TRIANGLE_STRIP, WebGLRenderingContext.TRIANGLE_FAN, or WebGLRenderingContext.TRIANGLES

def drawElements(mode: Int, count: Int, `type`: Int, offset: Int): Unit

Renders the primitives in the active arrays using an WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to index them.

def enableVertexAttribArray(index: Int): Unit

Enables the generic vertex attribute array specified by index.

Enables the generic vertex attribute array specified by index.

def finish(): Unit

Block until all GL execution is complete.

Block until all GL execution is complete.

def flush(): Unit

Force all pending GL execution to complete as soon as possible.

Force all pending GL execution to complete as soon as possible.

def framebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: WebGLRenderbuffer): Unit
Value parameters:
attachment

the attachment point on the framebuffer to attach the renderbuffer. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.

renderbuffer

the renderbuffer to attach.

renderbuffertarget

must be WebGLRenderingContext.RENDERBUFFER

target

must be WebGLRenderingContext.FRAMEBUFFER

def frontFace(mode: Int): Unit

Specifies the winding that is considered front-facing for the purposes of CULL_FACE.

Specifies the winding that is considered front-facing for the purposes of CULL_FACE.

Value parameters:
mode

The winding to consider front-facing. May be WebGLRenderingContext.CW or WebGLRenderingContext.CCW

def generateMipmap(target: Int): Unit

Generate the complete set of mipmaps for the active texture derived from level 0.

Generate the complete set of mipmaps for the active texture derived from level 0.

Value parameters:
target

the texture target, may be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP.

def getActiveAttrib(program: WebGLProgram, index: Int): WebGLActiveInfo

Returns a new WebGLActiveInfo object describing the given attribute at index.

Returns a new WebGLActiveInfo object describing the given attribute at index.

def getActiveUniform(program: WebGLProgram, index: Int): WebGLActiveInfo

Returns a new WebGLActiveInfo object describing the given uniform at index.

Returns a new WebGLActiveInfo object describing the given uniform at index.

Returns a new array containing the shaders attached to the given program.

Returns a new array containing the shaders attached to the given program.

def getAttribLocation(program: WebGLProgram, name: String): Int

Returns the index of the named attribute, or -1 on error.

Returns the index of the named attribute, or -1 on error.

def getBufferParameter(target: Int, pname: Int): Int

Returns the value of the requested parameter for a buffer.

Returns the value of the requested parameter for a buffer.

Value parameters:
pname

the buffer parameter to retrieve, may be WebGLRenderingContext.BUFFER_SIZE or WebGLRenderingContext.BUFFER_USAGE

target

must be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER

Returns null if isContextLost would return false, otherwise returns a copy of the context parameters.

Returns null if isContextLost would return false, otherwise returns a copy of the context parameters.

def getError(): Int

Returns the error value, and resets the error to WebGLRenderingContext.NO_ERROR.

Returns the error value, and resets the error to WebGLRenderingContext.NO_ERROR.

Only the first error is recorded, new errors are not stored until the error value is reset to WebGLRenderingContext.NO_ERROR by a call to this method.

Returns:

the error code. One of WebGLRenderingContext.NO_ERROR, WebGLRenderingContext.INVALID_ENUM, WebGLRenderingContext.INVALID_VALUE, WebGLRenderingContext.INVALID_OPERATION, WebGLRenderingContext.INVALID_FRAMEBUFFER_OPERATION, or WebGLRenderingContext.OUT_OF_MEMORY.

def getExtension[T](id: WebGLExtensionIdentifier[T]): UndefOr[T]
Implicitly added by WebGLRenderingContextOps

Returns the WebGL extension for the given identifier, if present on this browser.

Returns the WebGL extension for the given identifier, if present on this browser.

Type parameters:
T

The type of the result for this extension.

Value parameters:
id

the identifier singleton.

Returns:

Some(extension) or None

def getExtension(name: String): Any

Returns an object for the named extension, or null if no such extension exists.

Returns an object for the named extension, or null if no such extension exists.

Value parameters:
name

the name of the extension

def getFramebufferAttachmentParameter(target: Int, attachment: Int, pname: Int): Any

Returns the value for the given parameter name on for the target and attachment. The return type is dependent on the requested parameter.

Returns the value for the given parameter name on for the target and attachment. The return type is dependent on the requested parameter.

Value parameters:
attachment

the attachment to examine. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.

pname

the framebuffer attachment parameter. May be WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, or WebGLRenderingContext.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE

target

must be FRAMEBUFFER

def getParameter(pname: Int): Any

Returns the value for the given pname. Returns a value who's type depends on the requested parameter.

Returns the value for the given pname. Returns a value who's type depends on the requested parameter.

Value parameters:
pname

The parameter to query. May be WebGLRenderingContext.ACTIVE_TEXTURE, WebGLRenderingContext.ALIASED_LINE_WIDTH_RANGE, WebGLRenderingContext.ALIASED_POINT_SIZE_RANGE, WebGLRenderingContext.ALPHA_BITS, WebGLRenderingContext.ARRAY_BUFFER_BINDING, WebGLRenderingContext.BLEND, WebGLRenderingContext.BLEND_COLOR, WebGLRenderingContext.BLEND_DST_ALPHA, WebGLRenderingContext.BLEND_DST_RGB, WebGLRenderingContext.BLEND_EQUATION_ALPHA, WebGLRenderingContext.BLEND_EQUATION_RGB, WebGLRenderingContext.BLEND_SRC_ALPHA, WebGLRenderingContext.BLEND_SRC_RGB, WebGLRenderingContext.BLUE_BITS, WebGLRenderingContext.COLOR_CLEAR_VALUE, WebGLRenderingContext.COLOR_WRITEMASK, WebGLRenderingContext.COMPRESSED_TEXTURE_FORMATS, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.CULL_FACE_MODE, WebGLRenderingContext.CURRENT_PROGRAM, WebGLRenderingContext.DEPTH_BITS, WebGLRenderingContext.DEPTH_CLEAR_VALUE, WebGLRenderingContext.DEPTH_FUNC, DEPTH-RANGE, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DEPTH_WRITEMASK, WebGLRenderingContext.DITHER, WebGLRenderingContext.ELEMENT_ARRAY_BUFFER_BINDING, WebGLRenderingContext.FRAMEBUFFER_BINDING, WebGLRenderingContext.FRONT_FACE, WebGLRenderingContext.GENERATE_MIPMAP_HINT, WebGLRenderingContext.GREEN_BITS, WebGLRenderingContext.LINE_WIDTH, WebGLRenderingContext.MAX_COMBINED_TEXTURE_IMAGE_UNITS, WebGLRenderingContext.MAX_CUBE_MAP_TEXTURE_SIZE, WebGLRenderingContext.MAX_FRAGMENT_UNIFORM_VECTORS, WebGLRenderingContext.MAX_RENDERBUFFER_SIZE, WebGLRenderingContext.MAX_TEXTURE_IMAGE_UNITS, WebGLRenderingContext.MAX_TEXTURE_SIZE, WebGLRenderingContext.MAX_VARYING_VECTORS, WebGLRenderingContext.MAX_VERTEX_ATTRIBS, WebGLRenderingContext.MAX_VERTEX_TEXTURE_IMAGE_UNITS, WebGLRenderingContext.MAX_VERTEX_UNIFORM_VECTORS, WebGLRenderingContext.MAX_VIEWPORT_DIMS, WebGLRenderingContext.PACK_ALIGNMENT, WebGLRenderingContext.POLYGON_OFFSET_FACTOR, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.POLYGON_OFFSET_UNITS, WebGLRenderingContext.RED_BITS, WebGLRenderingContext.RENDERBUFFER_BINDING, WebGLRenderingContext.RENDERER, WebGLRenderingContext.SAMPLE_BUFFERS, WebGLRenderingContext.SAMPLE_COVERAGE_INVERT, WebGLRenderingContext.SAMPLE_COVERAGE_VALUE, WebGLRenderingContext.SAMPLES, WebGLRenderingContext.SCISSOR_BOX, WebGLRenderingContext.SCISSOR_TEST, WebGLRenderingContext.SHADING_LANGUAGE_VERSION, WebGLRenderingContext.STENCIL_BACK_FAIL, WebGLRenderingContext.STENCIL_BACK_FUNC, WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_FAIL, WebGLRenderingContext.STENCIL_BACK_PASS_DEPTH_PASS, WebGLRenderingContext.STENCIL_BACK_REF, WebGLRenderingContext.STENCIL_BACK_VALUE_MASK, WebGLRenderingContext.STENCIL_BACK_WRITEMASK, WebGLRenderingContext.STENCIL_BITS, WebGLRenderingContext.STENCIL_CLEAR_VALUE, WebGLRenderingContext.STENCIL_FAIL, WebGLRenderingContext.STENCIL_FUNC, WebGLRenderingContext.STENCIL_PASS_DEPTH_FAIL, WebGLRenderingContext.STENCIL_PASS_DEPTH_PASS, WebGLRenderingContext.STENCIL_REF, WebGLRenderingContext.STENCIL_TEST, WebGLRenderingContext.STENCIL_VALUE_MASK, WebGLRenderingContext.STENCIL_WRITEMASK, WebGLRenderingContext.SUBPIXEL_BITS, WebGLRenderingContext.TEXTURE_BINDING_2D, WebGLRenderingContext.TEXTURE_BINDING_CUBE_MAP, WebGLRenderingContext.UNPACK_ALIGNMENT, WebGLRenderingContext.UNPACK_COLORSPACE_CONVERSION_WEBGL, WebGLRenderingContext.UNPACK_FLIP_Y_WEBGL, WebGLRenderingContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL, WebGLRenderingContext.VENDOR, WebGLRenderingContext.VERSION or WebGLRenderingContext.VIEWPORT.

def getProgramInfoLog(program: WebGLProgram): String

Returns a string containing information about the last link or validation operation for a program.

Returns a string containing information about the last link or validation operation for a program.

def getProgramParameter(program: WebGLProgram, pname: Int): Any

Returns the value for the given parameter name for the program. The return type is dependent on the requested parameter.

Returns the value for the given parameter name for the program. The return type is dependent on the requested parameter.

Value parameters:
pname

the parameter to get, may be one of WebGLRenderingContext.DELETE_STATUS, WebGLRenderingContext.LINK_STATUS, WebGLRenderingContext.VALIDATE_STATUS, WebGLRenderingContext.ATTACHED_SHADERS, WebGLRenderingContext.ACTIVE_ATTRIBUTES, or WebGLRenderingContext.ACTIVE_UNIFORMS.

program

the program to query.

def getRenderbufferParameter(target: Int, pname: Int): Any

Returns the value of a parameter on the active renderbuffer. The return type is dependent on the requested parameter.

def getShaderInfoLog(shader: WebGLShader): String

Returns the information log from the last compile of the shader.

Returns the information log from the last compile of the shader.

def getShaderParameter(shader: WebGLShader, pname: Int): Any

Returns the value of a parameter on the specified WebGLShader. The return type is dependent on the requested parameter.

Returns the value of a parameter on the specified WebGLShader. The return type is dependent on the requested parameter.

Value parameters:
pname

the parameter to get, may be one of WebGLRenderingContext.SHADER_TYPE, WebGLRenderingContext.DELETE_STATUS or WebGLRenderingContext.COMPILE_STATUS

shader

the shader to query

def getShaderPrecisionFormat(shadertype: Int, precisiontype: Int): WebGLShaderPrecisionFormat

Returns a new WebGLShaderPrecisionFormat for the given shader type and precision type.

def getShaderSource(shader: WebGLShader): String

Returns the source of the given shader.

Returns the source of the given shader.

def getSupportedExtensions(): Array[String]

Returns an array of strings naming supported WebGL extensions.

Returns an array of strings naming supported WebGL extensions.

def getTexParameter(target: Int, pname: Int): Any

Returns the value of the given texture parameter on the target of the active texture.

Returns the value of the given texture parameter on the target of the active texture.

Value parameters:
pname

the parameter to query. May be either WebGLRenderingContext.TEXTURE_MAG_FILTER, WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T.

target

the target to query. May be either WebGLRenderingContext.TEXTURE_2D or TEXTURE_CUBE_MAP.

def getUniform(program: WebGLProgram, location: WebGLUniformLocation): Any

Returns the value of the uniform in the given program and location. The return type is dependent on the uniform type.

Returns the value of the uniform in the given program and location. The return type is dependent on the uniform type.

Returns a new WebGLUniformLocation that represents the location of the given uniform in the specified program. If the uniform does not exist, or another error occurs, returns null.

Returns a new WebGLUniformLocation that represents the location of the given uniform in the specified program. If the uniform does not exist, or another error occurs, returns null.

def getVertexAttrib(index: Int, pname: Int): Any

Returns the value of the named parameter for a given vertex attribute index.

def getVertexAttribOffset(index: Int, pname: Int): Int

Returns the offset of the vertex attribute.

Returns the offset of the vertex attribute.

Value parameters:
index

the index of the vertex attribute to retrieve

pname

must be WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_POINTER

def hint(target: Int, mode: Int): Unit

Specifies implementation specific hints.

Specifies implementation specific hints.

Value parameters:
mode

the desired mode. Must be one of WebGLRenderingContext.FASTEST, WebGLRenderingContext.NICEST, or WebGLRenderingContext.DONT_CARE.

target

the hint to specify. Must be WebGLRenderingContext.GENERATE_MIPMAP_HINT

def isBuffer(buffer: Any): Boolean

Returns true if the buffer is valid, false otherwise.

Returns true if the buffer is valid, false otherwise.

def isContextLost(): Boolean

Returns true if the context has been lost, false otherwise.

Returns true if the context has been lost, false otherwise.

def isEnabled(cap: Int): Boolean

Returns true if the specified capability is enabled, false otherwise.

Returns true if the specified capability is enabled, false otherwise.

See also:
def isFramebuffer(framebuffer: Any): Boolean

Returns true if the framebuffer is valid, false otherwise.

Returns true if the framebuffer is valid, false otherwise.

def isProgram(program: Any): Boolean

Returns true if the program is valid, false otherwise.

Returns true if the program is valid, false otherwise.

def isRenderbuffer(renderbuffer: Any): Boolean

Returns true if the renderbuffer is valid, false otherwise.

Returns true if the renderbuffer is valid, false otherwise.

def isShader(shader: Any): Boolean

Returns true if the shader is valid, false otherwise.

Returns true if the shader is valid, false otherwise.

def isTexture(texture: Any): Boolean

Returns true if the texture is valid, false otherwise.

Returns true if the texture is valid, false otherwise.

def lineWidth(width: Double): Unit

Specifies the line width.

Specifies the line width.

def linkProgram(program: WebGLProgram): Unit

Attempts to link the specified WebGLProgram.

Attempts to link the specified WebGLProgram.

def pixelStorei(pname: Int, param: Int): Unit

Sets the pixel store mode, used when copying image data such as framebuffers or textures.

Sets the pixel store mode, used when copying image data such as framebuffers or textures.

Value parameters:
pname

the property to change. May be one of WebGLRenderingContext.PACK_ALIGNMENT, WebGLRenderingContext.UNPACK_ALIGNMENT, WebGLRenderingContext.UNPACK_FLIP_Y_WEBGL, WebGLRenderingContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL or WebGLRenderingContext.UNPACK_COLORSPACE_CONVERSION_WEBGL.

def polygonOffset(factor: Double, units: Double): Unit

Specifies the polygon offset. When WebGLRenderingContext.POLYGON_OFFSET_FILL is enabled, depth values for a fragment have an offset applied to them, calculated as factorDZ + runits, where DZ is the change in z based on the polygon's screen area, and r is the minimum value that is guaranteed produce a measurable offset.

Specifies the polygon offset. When WebGLRenderingContext.POLYGON_OFFSET_FILL is enabled, depth values for a fragment have an offset applied to them, calculated as factorDZ + runits, where DZ is the change in z based on the polygon's screen area, and r is the minimum value that is guaranteed produce a measurable offset.

def readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, `type`: Int, pixels: ArrayBufferView): Unit

Reads pixels from the framebuffer into pixels.

Reads pixels from the framebuffer into pixels.

Value parameters:
format

the format of the desired output. Must be one of WebGLRenderingContext.UNSIGNED_BYTE, WebGLRenderingContext.UNSIGNED_SHORT_4_4_4_4, WebGLRenderingContext.UNSIGNED_SHORT_5_5_5_1, WebGLRenderingContext.UNSIGNED_SHORT_5_6_5

height

the height of the area to read.

width

the width of the area to read.

x

the x coordinate of the bottom left of the area to read.

y

the y coordinate of the bottom left of the area to read.

def renderbufferStorage(target: Int, internalformat: Int, width: Int, height: Int): Unit

Create renderbuffer image storage.

Create renderbuffer image storage.

Initializes the renderbuffer to use the new storage format, replacing any previous store.

Value parameters:
internalformat

specifies the format of the renderbuffer. May be one of WebGLRenderingContext.RGBA4, WebGLRenderingContext.RGB565, WebGLRenderingContext.RGB5_A1, WebGLRenderingContext.DEPTH_COMPONENT16, WebGLRenderingContext.STENCIL_INDEX8 or WebGLRenderingContext.DEPTH_STENCIL.

target

must be WebGLRenderingContext.RENDERBUFFER

def sampleCoverage(value: Int, invert: Boolean): Unit

Sets the sampling coverage parameters for primitive antialiasing.

Sets the sampling coverage parameters for primitive antialiasing.

The OpenGL multisampling algorithm is too involved to concisely explain here. Please consult http://www.opengl.org/registry/specs/SGIS/multisample.txt.

Value parameters:
invert

if true, the mask will be bitwise-inverted.

value

the sample coverage value, clamped to 0..1.

def scissor(x: Int, y: Int, width: Int, height: Int): Unit

Sets the scissor rectangle. When WebGLRenderingContext.SCISSOR_TEST is enabled, rendering will be restricted to this rectangle.

Sets the scissor rectangle. When WebGLRenderingContext.SCISSOR_TEST is enabled, rendering will be restricted to this rectangle.

def shaderSource(shader: WebGLShader, source: String): Unit

Sets the GLSL source for the given shader.

Sets the GLSL source for the given shader.

def stencilFunc(func: Int, ref: Int, mask: Int): Unit

Sets the stencil test for front and back faces.

Sets the stencil test for front and back faces.

Value parameters:
func

the test function. One of WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.LEQUAL, WebGLRenderingContext.GREATER, WebGLRenderingContext.GEQUAL, WebGLRenderingContext.EQUAL, WebGLRenderingContext.NOTEQUAL, and WebGLRenderingContext.ALWAYS

mask

mask that is ANDed with ref and the tested value and stored in the stencil buffer.

ref

the reference value to test against in the stencil buffer

def stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int): Unit

Sets the stencil test for the given face type.

Sets the stencil test for the given face type.

Value parameters:
face

the face(s) to configure the test for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.

func

the test function. One of WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.LEQUAL, WebGLRenderingContext.GREATER, WebGLRenderingContext.GEQUAL, WebGLRenderingContext.EQUAL, WebGLRenderingContext.NOTEQUAL, and WebGLRenderingContext.ALWAYS

mask

mask that is ANDed with ref and the tested value and stored in the stencil buffer.

ref

the reference value to test against in the stencil buffer

def stencilMask(mask: Int): Unit

Configure which bits in the stencil buffer may be written to by front or back faces.

Configure which bits in the stencil buffer may be written to by front or back faces.

Value parameters:
mask

the write mask. Set bits are allowed to be written to the corresponding stencil buffer bit.

def stencilMaskSeparate(face: Int, mask: Int): Unit

Configure which bits in the stencil buffer may be written to by the given face type.

Configure which bits in the stencil buffer may be written to by the given face type.

Value parameters:
face

the face(s) to configure the mask for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.

mask

the write mask. Set bits are allowed to be written to the corresponding stencil buffer bit.

def stencilOp(fail: Int, zfail: Int, zpass: Int): Unit

Configure the effect of a stencil or depth test failing for front or back faces.

Configure the effect of a stencil or depth test failing for front or back faces.

Value parameters:
fail

the effect of the stencil test failing. May be one of WebGLRenderingContext.KEEP, WebGLRenderingContext.ZERO, WebGLRenderingContext.REPLACE, WebGLRenderingContext.INCR, WebGLRenderingContext.INCR_WRAP, WebGLRenderingContext.DECR, WebGLRenderingContext.DECR_WRAP, and WebGLRenderingContext.INVERT

zfail

the effect of the stencil test passing but the depth test failing. Parameters are as fail.

zpass

the effect of the stencil test failing but the depth test passing. Parameters are as fail.

def stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int): Unit

Configure the effect of a stencil or depth test failing for the specified faces.

Configure the effect of a stencil or depth test failing for the specified faces.

Value parameters:
face

the face(s) to configure the stencil operation for. May be WebGLRenderingContext.FRONT, WebGLRenderingContext.BACK or WebGLRenderingContext.FRONT_AND_BACK.

fail

the effect of the stencil test failing. May be one of WebGLRenderingContext.KEEP, WebGLRenderingContext.ZERO, WebGLRenderingContext.REPLACE, WebGLRenderingContext.INCR, WebGLRenderingContext.INCR_WRAP, WebGLRenderingContext.DECR, WebGLRenderingContext.DECR_WRAP, and WebGLRenderingContext.INVERT

zfail

the effect of the stencil test passing but the depth test failing. Parameters are as fail.

zpass

the effect of the stencil test failing but the depth test passing. Parameters are as fail.

def texImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, `type`: Int, pixels: ArrayBufferView): Unit

Loads a 2-dimensional texture into a texture unit from source data.

Loads a 2-dimensional texture into a texture unit from source data.

Value parameters:
border

the border width. Must be 0.

height

the height of the texture image.

internalformat

the format of the target pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the source image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

width

the width of the texture image.

def texImage2D(target: Int, level: Int, internalformat: Int, format: Int, `type`: Int, pixels: ImageData): Unit

Loads a 2-dimensional texture into a texture unit from an ImageData object.

Loads a 2-dimensional texture into a texture unit from an ImageData object.

Value parameters:
format

the format of the incoming pixel data.

internalformat

the format of the target pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the source image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

def texImage2D(target: Int, level: Int, internalformat: Int, format: Int, `type`: Int, pixels: HTMLImageElement): Unit

Loads a 2-dimensional texture into a texture unit from an HTMLImageElement object.

Loads a 2-dimensional texture into a texture unit from an HTMLImageElement object.

Value parameters:
format

the format of the incoming pixel data.

internalformat

the format of the target pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the source image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

def texImage2D(target: Int, level: Int, internalformat: Int, format: Int, `type`: Int, pixels: HTMLCanvasElement): Unit

Loads a 2-dimensional texture into a texture unit from an HTMLCanvasElement object.

Loads a 2-dimensional texture into a texture unit from an HTMLCanvasElement object.

Value parameters:
format

the format of the incoming pixel data.

internalformat

the format of the target pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the source image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

def texImage2D(target: Int, level: Int, internalformat: Int, format: Int, `type`: Int, pixels: HTMLVideoElement): Unit

Loads a 2-dimensional texture into a texture unit from an HTMLVideoElement object.

Loads a 2-dimensional texture into a texture unit from an HTMLVideoElement object.

Value parameters:
format

the format of the incoming pixel data.

internalformat

the format of the target pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the source image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

def texParameterf(target: Int, pname: Int, param: Double): Unit

Sets the texture parameter for the active texture unit.

Sets the texture parameter for the active texture unit.

Value parameters:
param

the value to set. See the corresponding parameters for valid values.

pname

the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T

target

the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP

def texParameteri(target: Int, pname: Int, param: Int): Unit

Sets the texture parameter for the active texture unit.

Sets the texture parameter for the active texture unit.

Value parameters:
param

the value to set. See the corresponding parameters for valid values.

pname

the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T

target

the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP

def texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, `type`: Int, pixels: ArrayBufferView): Unit

Loads a 2-dimensional texture subimage into a texture unit from an ArrayBufferView.

Loads a 2-dimensional texture subimage into a texture unit from an ArrayBufferView.

Value parameters:
format

the format of the incoming pixel data.

height

the height of the texture image.

level

the mipmap level of detail. 0 is the base image.

pixels

the image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

width

the width of the texture image.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, format: Int, `type`: Int, pixels: ImageData): Unit

Loads a 2-dimensional texture subimage into a texture unit from an ImageData object.

Loads a 2-dimensional texture subimage into a texture unit from an ImageData object.

Value parameters:
format

the format of the incoming pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, format: Int, `type`: Int, pixels: HTMLImageElement): Unit

Loads a 2-dimensional texture subimage into a texture unit from an HTMLImageElement.

Loads a 2-dimensional texture subimage into a texture unit from an HTMLImageElement.

Value parameters:
format

the format of the incoming pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, format: Int, `type`: Int, pixels: HTMLCanvasElement): Unit

Loads a 2-dimensional texture subimage into a texture unit from an HTMLCanvasElement.

Loads a 2-dimensional texture subimage into a texture unit from an HTMLCanvasElement.

Value parameters:
format

the format of the incoming pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the image data..

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, format: Int, `type`: Int, pixels: HTMLVideoElement): Unit

Loads a 2-dimensional texture subimage into a texture unit from an HTMLVideoElement.

Loads a 2-dimensional texture subimage into a texture unit from an HTMLVideoElement.

Value parameters:
format

the format of the incoming pixel data.

level

the mipmap level of detail. 0 is the base image.

pixels

the image data.

target

the target on the active texture unit. May be WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_X, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Y, WebGLRenderingContext.TEXTURE_CUBE_MAP_POSITIVE_Z, or WebGLRenderingContext.TEXTURE_CUBE_MAP_NEGATIVE_Z

type

the data type of the pixel data.

xoffset

the x texel offset into the texture image.

yoffset

the y texel offset into the texture image.

def uniform1f(location: WebGLUniformLocation, x: Double): Unit

Loads a a scalar float into a WebGLUniformLocation.

Loads a a scalar float into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the scalar to bind to.

def uniform1fv(location: WebGLUniformLocation, v: Float32Array): Unit

Loads a a scalar float into a WebGLUniformLocation.

Loads a a scalar float into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a Float32Array to bind to

def uniform1fv(location: WebGLUniformLocation, v: Array[Double]): Unit

Loads a a scalar float into a WebGLUniformLocation.

Loads a a scalar float into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to.

def uniform1i(location: WebGLUniformLocation, x: Int): Unit

Loads a a scalar integer into a WebGLUniformLocation.

Loads a a scalar integer into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the scalar to bind to.

def uniform1iv(location: WebGLUniformLocation, v: Int32Array): Unit

Loads a a scalar integer into a WebGLUniformLocation.

Loads a a scalar integer into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

an Int32Array to bind to

def uniform1iv(location: WebGLUniformLocation, v: Array[Int]): Unit

Loads a a scalar integer into a WebGLUniformLocation.

Loads a a scalar integer into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to

def uniform2f(location: WebGLUniformLocation, x: Double, y: Double): Unit

Loads a a 2-vector of floats into a WebGLUniformLocation.

Loads a a 2-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the first float component

y

the second float component

def uniform2fv(location: WebGLUniformLocation, v: Float32Array): Unit

Loads a a 2-vector of floats into a WebGLUniformLocation.

Loads a a 2-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a Float32Array to bind to

def uniform2fv(location: WebGLUniformLocation, v: Array[Double]): Unit

Loads a a 2-vector of floats

Loads a a 2-vector of floats

Value parameters:
location

the location to bind into a WebGLUniformLocation.

v

a js.Array to bind to.

def uniform2i(location: WebGLUniformLocation, x: Int, y: Int): Unit

Loads a a 2-vector of integers into a WebGLUniformLocation.

Loads a a 2-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the first integer component

y

the second integer component

def uniform2iv(location: WebGLUniformLocation, v: Int32Array): Unit

Loads a a 2-vector of integers into a WebGLUniformLocation.

Loads a a 2-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

an Int32Array to bind to

def uniform2iv(location: WebGLUniformLocation, v: Array[Int]): Unit

Loads a a 2-vector of integers into a WebGLUniformLocation.

Loads a a 2-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to

def uniform3f(location: WebGLUniformLocation, x: Double, y: Double, z: Double): Unit

Loads a a 3-vector of floats into a WebGLUniformLocation.

Loads a a 3-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the first float component.

y

the second float component.

z

the third float component.

def uniform3fv(location: WebGLUniformLocation, v: Float32Array): Unit

Loads a a 3-vector of floats into a WebGLUniformLocation.

Loads a a 3-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a Float32Array to bind to

def uniform3fv(location: WebGLUniformLocation, v: Array[Double]): Unit

Loads a a 3-vector of floats into a WebGLUniformLocation.

Loads a a 3-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to.

def uniform3i(location: WebGLUniformLocation, x: Int, y: Int, z: Int): Unit

Loads a a 3-vector of integers into a WebGLUniformLocation.

Loads a a 3-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

x

the first integer component

y

the second integer component

z

the third integer component

def uniform3iv(location: WebGLUniformLocation, v: Int32Array): Unit

Loads a a 3-vector of integers into a WebGLUniformLocation.

Loads a a 3-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

an Int32Array to bind to

def uniform3iv(location: WebGLUniformLocation, v: Array[Int]): Unit

Loads a a 3-vector of integers into a WebGLUniformLocation.

Loads a a 3-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to

def uniform4f(location: WebGLUniformLocation, x: Double, y: Double, z: Double, w: Double): Unit

Loads a a 4-vector of floats into a WebGLUniformLocation.

Loads a a 4-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

w

the fourth float component.

x

the first float component.

y

the second float component.

z

the third float component.

def uniform4fv(location: WebGLUniformLocation, v: Float32Array): Unit

Loads a a 4-vector of floats into a WebGLUniformLocation.

Loads a a 4-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a Float32Array to bind to

def uniform4fv(location: WebGLUniformLocation, v: Array[Double]): Unit

Loads a a 4-vector of floats into a WebGLUniformLocation.

Loads a a 4-vector of floats into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to.

def uniform4i(location: WebGLUniformLocation, x: Int, y: Int, z: Int, w: Int): Unit

Loads a a 4-vector of integers into a WebGLUniformLocation.

Loads a a 4-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

w

the third integer component

x

the first integer component

y

the second integer component

z

the third integer component

def uniform4iv(location: WebGLUniformLocation, v: Int32Array): Unit

Loads a a 4-vector of integers into a WebGLUniformLocation.

Loads a a 4-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

an Int32Array to bind to

def uniform4iv(location: WebGLUniformLocation, v: Array[Int]): Unit

Loads a a 4-vector of integers into a WebGLUniformLocation.

Loads a a 4-vector of integers into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

v

a js.Array to bind to

def uniformMatrix2fv(location: WebGLUniformLocation, transpose: Boolean, value: Float32Array): Unit

Loads a a 4x2 matrix into a WebGLUniformLocation.

Loads a a 4x2 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source Float32Array containing the matrix data.

def uniformMatrix2fv(location: WebGLUniformLocation, transpose: Boolean, value: Array[Double]): Unit

Loads a a 4x2 matrix into a WebGLUniformLocation.

Loads a a 4x2 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source js.Array containing the matrix data.

def uniformMatrix3fv(location: WebGLUniformLocation, transpose: Boolean, value: Float32Array): Unit

Loads a a 4x3 matrix into a WebGLUniformLocation.

Loads a a 4x3 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source Float32Array containing the matrix data.

def uniformMatrix3fv(location: WebGLUniformLocation, transpose: Boolean, value: Array[Double]): Unit

Loads a a 4x3 matrix into a WebGLUniformLocation.

Loads a a 4x3 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source js.Array containing the matrix data.

def uniformMatrix4fv(location: WebGLUniformLocation, transpose: Boolean, value: Float32Array): Unit

Loads a a 4x4 matrix into a WebGLUniformLocation.

Loads a a 4x4 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source Float32Array containing the matrix data.

def uniformMatrix4fv(location: WebGLUniformLocation, transpose: Boolean, value: Array[Double]): Unit

Loads a a 4x4 matrix into a WebGLUniformLocation.

Loads a a 4x4 matrix into a WebGLUniformLocation.

Value parameters:
location

the location to bind.

transpose

if true, the matrix will loaded into the uniform transposed.

value

the source js.Array containing the matrix data.

def useProgram(program: WebGLProgram): Unit

Makes a WebGLProgram become the active program.

Makes a WebGLProgram become the active program.

def validateProgram(program: WebGLProgram): Unit

Validates a WebGLProgram.

Validates a WebGLProgram.

def vertexAttrib1f(indx: Int, x: Double): Unit

Loads a scalar into a vertex attribute.

Loads a scalar into a vertex attribute.

Value parameters:
indx

the index of the attribute.

x

the scalar to load.

def vertexAttrib1fv(indx: Int, values: Float32Array): Unit

Loads a scalar into a vertex attribute.

Loads a scalar into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib1fv(indx: Int, values: Array[Double]): Unit

Loads a scalar into a vertex attribute.

Loads a scalar into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib2f(indx: Int, x: Double, y: Double): Unit

Loads a 2-vector into a vertex attribute.

Loads a 2-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

x

the first component.

y

the second component.

def vertexAttrib2fv(indx: Int, values: Float32Array): Unit

Loads a 2-vector into a vertex attribute.

Loads a 2-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib2fv(indx: Int, values: Array[Double]): Unit

Loads a 2-vector into a vertex attribute.

Loads a 2-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib3f(indx: Int, x: Double, y: Double, z: Double): Unit

Loads a 3-vector into a vertex attribute.

Loads a 3-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

x

the first component.

y

the second component.

z

the third component.

def vertexAttrib3fv(indx: Int, values: Float32Array): Unit

Loads a 3-vector into a vertex attribute.

Loads a 3-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib3fv(indx: Int, values: Array[Double]): Unit

Loads a 3-vector into a vertex attribute.

Loads a 3-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib4f(indx: Int, x: Double, y: Double, z: Double, w: Double): Unit

Loads a 4-vector into a vertex attribute.

Loads a 4-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

w

the fourth component.

x

the first component.

y

the second component.

z

the third component.

def vertexAttrib4fv(indx: Int, values: Float32Array): Unit

Loads a 4-vector into a vertex attribute.

Loads a 4-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttrib4fv(indx: Int, values: Array[Double]): Unit

Loads a 4-vector into a vertex attribute.

Loads a 4-vector into a vertex attribute.

Value parameters:
indx

the index of the attribute.

values

the source array for the attribute.

def vertexAttribPointer(indx: Int, size: Int, `type`: Int, normalized: Boolean, stride: Int, offset: Int): Unit

Defines an array of generic vertex attribute data.

Defines an array of generic vertex attribute data.

Value parameters:
indx

the index of the attribute

normalized

if true, values are normalized on access, otherwise they are converted to fixed point values on access.

offset

the offset to the first component in the array.

size

the number of components per attribute. Must be 1..4

stride

the gap between attributes. 0 would be packed together.

type

the datatype for each component, may be WebGLRenderingContext.BYTE, WebGLRenderingContext.UNSIGNED_BYTE, WebGLRenderingContext.SHORT, WebGLRenderingContext.UNSIGNED_SHORT, or WebGLRenderingContext.FLOAT.

def viewport(x: Double, y: Double, width: Double, height: Double): Unit

Sets the OpenGL viewport to render within.

Sets the OpenGL viewport to render within.

Inherited methods

def hasOwnProperty(v: String): Boolean
Inherited from:
Object
def isPrototypeOf(v: Object): Boolean
Inherited from:
Object
def propertyIsEnumerable(v: String): Boolean
Inherited from:
Object
def toLocaleString(): String
Inherited from:
Object
def valueOf(): Any
Inherited from:
Object

Concrete fields

The canvas object this WebGLRenderingContext is associated with.

The canvas object this WebGLRenderingContext is associated with.

The actual height of the drawing buffer. This may be different than the underlying HTMLCanvasElement height.

The actual height of the drawing buffer. This may be different than the underlying HTMLCanvasElement height.

The actual width of the drawing buffer. This may be different than the underlying HTMLCanvasElement width.

The actual width of the drawing buffer. This may be different than the underlying HTMLCanvasElement width.