Package-level declarations
Types
The ANGLE_instanced_arrays extension is part of the WebGL API and allows to draw the same object, or groups of similar objects multiple times, if they share the same vertex data, primitive count and type.
The EXT_blend_minmax extension is part of the WebGL API and extends blending capabilities by adding two new blend equations: the minimum or maximum color components of the source and destination colors.
The EXT_color_buffer_float extension is part of WebGL and adds the ability to render a variety of floating point formats.
The EXT_color_buffer_half_float extension is part of the WebGL API and adds the ability to render to 16-bit floating-point color buffers.
The WebGL API's EXT_float_blend extension allows blending and draw buffers with 32-bit floating-point components.
The EXT_frag_depth extension is part of the WebGL API and enables to set a depth value of a fragment from within the fragment shader.
The EXT_shader_texture_lod extension is part of the WebGL API and adds additional texture functions to the OpenGL ES Shading Language which provide the shader writer with explicit control of LOD (Level of detail).
The EXT_texture_compression_bptc extension is part of the WebGL API and exposes 4 BPTC compressed texture formats. These compression formats are called BC7 and BC6H in Microsoft's DirectX API.
The EXT_texture_compression_rgtc extension is part of the WebGL API and exposes 4 RGTC compressed texture formats. RGTC is a block-based texture compression format suited for unsigned and signed red and red-green textures (Red-Green Texture Compression).
The EXT_texture_filter_anisotropic extension is part of the WebGL API and exposes two constants for anisotropic filtering (AF).
The EXT_texture_norm16 extension is part of the WebGL API and provides a set of new 16-bit signed normalized and unsigned normalized formats (fixed-point texture, renderbuffer and texture buffer).
The KHR_parallel_shader_compile extension is part of the WebGL API and enables a non-blocking poll operation, so that compile/link status availability (COMPLETION_STATUS_KHR) can be queried without potentially incurring stalls. In other words you can check the status of your shaders compiling without blocking the runtime.
The OES_draw_buffers_indexed extension is part of the WebGL API and enables the use of different blend options when writing to multiple color buffers simultaneously.
The OES_element_index_uint extension is part of the WebGL API and adds support for gl.UNSIGNED_INT types to WebGLRenderingContext.drawElements().
The OES_fbo_render_mipmap extension is part of the WebGL API and makes it possible to attach any level of a texture to a framebuffer object.
The OES_standard_derivatives extension is part of the WebGL API and adds the GLSL derivative functions dFdx, dFdy, and fwidth.
The OES_texture_float extension is part of the WebGL API and exposes floating-point pixel types for textures.
The OES_texture_float_linear extension is part of the WebGL API and allows linear filtering with floating-point pixel types for textures.
The OES_texture_half_float extension is part of the WebGL API and adds texture formats with 16- (aka half float) and 32-bit floating-point components.
The OES_texture_half_float_linear extension is part of the WebGL API and allows linear filtering with half floating-point pixel types for textures.
The OES_vertex_array_object extension is part of the WebGL API and provides vertex array objects (VAOs) which encapsulate vertex array states. These objects keep pointers to vertex data and provide names for different sets of vertex data.
The OVR_multiview2 extension is part of the WebGL API and adds support for rendering into multiple views simultaneously. This especially useful for virtual reality (VR) and WebXR.
The WebGL2RenderingContext interface provides the OpenGL ES 3.0 rendering context for the drawing surface of an HTML
The WEBGL_color_buffer_float extension is part of the WebGL API and adds the ability to render to 32-bit floating-point color buffers.
The WEBGL_compressed_texture_astc extension is part of the WebGL API and exposes Adaptive Scalable Texture Compression (ASTC) compressed texture formats to WebGL.
The WEBGL_compressed_texture_etc extension is part of the WebGL API and exposes 10 ETC/EAC compressed texture formats.
The WEBGL_compressed_texture_etc1 extension is part of the WebGL API and exposes the ETC1 compressed texture format.
The WEBGL_compressed_texture_pvrtc extension is part of the WebGL API and exposes four PVRTC compressed texture formats.
The WEBGL_compressed_texture_s3tc extension is part of the WebGL API and exposes four S3TC compressed texture formats.
The WEBGL_compressed_texture_s3tc_srgb extension is part of the WebGL API and exposes four S3TC compressed texture formats for the sRGB colorspace.
The WEBGL_debug_renderer_info extension is part of the WebGL API and exposes two constants with information about the graphics driver for debugging purposes.
The WEBGL_debug_shaders extension is part of the WebGL API and exposes a method to debug shaders from privileged contexts.
The WEBGL_depth_texture extension is part of the WebGL API and defines 2D depth and depth-stencil textures.
The WEBGL_draw_buffers extension is part of the WebGL API and enables a fragment shader to write to several textures, which is useful for deferred shading, for example.
The WEBGL_lose_context extension is part of the WebGL API and exposes functions to simulate losing and restoring a WebGLRenderingContext.
The WEBGL_multi_draw extension is part of the WebGL API and allows to render more than one primitive with a single function call. This can improve a WebGL application's performance as it reduces binding costs in the renderer and speeds up GPU thread time with uniform data.
The WebGLActiveInfo interface is part of the WebGL API and represents the information returned by calling the WebGLRenderingContext.getActiveAttrib() and WebGLRenderingContext.getActiveUniform() methods.
The WebGLBuffer interface is part of the WebGL API and represents an opaque buffer object storing data such as vertices or colors.
The WebGLContextEvent interface is part of the WebGL API and is an interface for an event that is generated in response to a status change to the WebGL rendering context.
The WebGLFramebuffer interface is part of the WebGL API and represents a collection of buffers that serve as a rendering destination.
The WebGLProgram is part of the WebGL API and is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL).
The WebGLQuery interface is part of the WebGL 2 API and provides ways to asynchronously query for information. By default, occlusion queries and primitive queries are available.
The WebGLRenderbuffer interface is part of the WebGL API and represents a buffer that can contain an image, or that can be a source or target of a rendering operation.
The WebGLRenderingContext interface provides an interface to the OpenGL ES 2.0 graphics rendering context for the drawing surface of an HTML
The WebGLSampler interface is part of the WebGL 2 API and stores sampling parameters for WebGLTexture access inside of a shader.
The WebGLShader is part of the WebGL API and can either be a vertex or a fragment shader. A WebGLProgram requires both types of shaders.
The WebGLShaderPrecisionFormat interface is part of the WebGL API and represents the information returned by calling the WebGLRenderingContext.getShaderPrecisionFormat() method.
The WebGLTexture interface is part of the WebGL API and represents an opaque texture object providing storage and state for texturing operations.
The WebGLTransformFeedback interface is part of the WebGL 2 API and enables transform feedback, which is the process of capturing primitives generated by vertex processing. It allows to preserve the post-transform rendering state of an object and resubmit this data multiple times.
The WebGLUniformLocation interface is part of the WebGL API and represents the location of a uniform variable in a shader program.
The WebGLVertexArrayObject interface is part of the WebGL 2 API, represents vertex array objects (VAOs) pointing to vertex array data, and provides names for different sets of vertex data.
Properties
Passed to getProgramParameter to get the number of attributes active in a program.
The current active texture unit.
Passed to getProgramParameter to get the number of uniforms active in a program.
Passed to getParameter to get the range of available widths for a line. The getParameter method then returns an array with two elements: the first element is the minimum width value and the second element is the maximum width value.
Passed to getParameter to get the current size of a point drawn with gl.POINTS
Passed to bindBuffer or bufferData to specify the type of buffer being used.
Passed to getParameter to get the array buffer binding.
Passed to getProgramParameter after calling attachShader to determine if the shader was attached correctly. Returns false if errors occurred.
Passed to getParameter to return the current blend color.
Passed to getParameter to get the current destination alpha blend function.
Passed to getParameter to get the current destination RGB blend function.
Passed to getParameter to get the current RGB blend function.
Passed to getParameter to get the current alpha blend function.
Passed to getParameter to get the current RGB blend function. Same as BLEND_EQUATION
Passed to getParameter to get the current source alpha blend function.
Passed to getParameter to get the current source RGB blend function.
Passed to getBufferParameter to get a buffer's size.
Passed to getBufferParameter to get the hint for the buffer passed in when it was created.
Passed to clear to clear the current color buffer.
Passed to getShaderParameter to get the status of the compilation. Returns false if the shader was not compiled. You can then query getShaderInfoLog to find the exact error
Passed to blendFunc or blendFuncSeparate to specify a constant alpha blend function.
Passed to blendFunc or blendFuncSeparate to specify a constant color blend function.
Returned from getError.
Passed to getParameter to get the current value of cullFace. Should return FRONT, BACK, or FRONT_AND_BACK
Passed to getVertexAttrib to read back the current vertex attribute.
Passed to getShaderParameter to determine if a shader was deleted via deleteShader. Returns true if it was, false otherwise.
Passed to clear to clear the current depth buffer.
Passed to getParameter to determine the current depth clear value.
Passed to getParameter to get the current depth function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.
Passed to getParameter to return a length-2 array of floats giving the current depth range.
Passed to enable/disable to turn on/off the depth test. Can also be used with getParameter to query the depth test.
Passed to getParameter to determine if the depth write mask is enabled.
Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and change often.
Passed to bindBuffer or bufferData to specify the type of buffer being used.
Passed to getParameter to get the current element array buffer.
Passed to createShader to define a fragment shader.
Passed to cullFace to specify that front and back faces should be culled.
Passed to getParameter to determine the current value of frontFace. Should return CW or CCW.
Passed to blendEquation or blendEquationSeparate to specify a reverse subtraction blend function (destination - source).
Passed to blendEquation or blendEquationSeparate to specify a subtraction blend function (source - destination).
Hint for the quality of filtering when generating mipmap images with WebGLRenderingContext.generateMipmap.
Returned from getError.
Returned from getError.
Returned from getError.
Passed to drawElements or drawArrays to draw a connected group of line segments from the first vertex to the last.
Passed to getParameter to get the current lineWidth (set by the lineWidth method).
Passed to getProgramParameter after calling linkProgram to determine if a program was linked correctly. Returns false if there were errors. Use getProgramInfoLog to find the exact error.
Implementation-dependent number of maximum texture units. At least 8.
The maximum number of entries possible in the vertex attribute list.
Passed to blendFunc or blendFuncSeparate to specify one minus a constant alpha blend function.
Passed to blendFunc or blendFuncSeparate to specify one minus a constant color blend function.
Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's alpha.
Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's color.
Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source's alpha.
Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source element's color.
Returned from getError.
Passed to enable/disable to turn on/off the polygon offset. Useful for rendering hidden-line images, decals, and solids with highlighted edges. Can also be used with getParameter to query the scissor test.
Passed to enable/disable to turn on/off the alpha to coverage. Used in multi-sampling alpha channels.
Passed to enable/disable to turn on/off the sample coverage. Used in multi-sampling.
Returns an js.typedarrays.Int32Array` with four elements for the current scissor box dimensions.
Passed to enable/disable to turn on/off the scissor test. Can also be used with getParameter to query the scissor test.
Passed to blendFunc or blendFuncSeparate to multiply a component by the minimum of source's alpha or one minus the destination's alpha.
Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and not change often.
Passed to clear to clear the current stencil buffer.
Passed to getParameter to get the value the stencil will be cleared to.
Passed to getParameter to get the current stencil fail function. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
Passed to getParameter to get the current stencil function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.
Passed to getParameter to get the current stencil fail function should the depth buffer test fail. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
Passed to getParameter to get the current stencil fail function should the depth buffer test pass. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
Passed to getParameter to get the reference value used for stencil tests.
Passed to enable/disable to turn on/off the stencil test. Can also be used with getParameter to query the stencil test.
Passed to bufferData as a hint about whether the contents of the buffer are likely to not be used often.
Passed to drawElements or drawArrays to draw a connected group of triangles. Each vertex connects to the previous and the first vertex in the fan.
Passed to drawElements or drawArrays to draw a connected group of triangles.
Passed to getProgramParameter after calling validateProgram to determine if it is valid. Returns false if errors were found.
Passed to createShader to define a vertex shader