class WebGLRenderingContext extends Object
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- new WebGLRenderingContext()
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final
def
!=(arg0: Any): Boolean
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final
def
##(): Int
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final
def
==(arg0: Any): Boolean
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-
def
activeTexture(texture: Int): Unit
Selects the active texture unit.
Selects the active texture unit.
- texture
an integer specifying the texture unit to make active. Must be in 0 .. MAX_COMBINED_TEXTURE_IMAGE_UNITS-1
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final
def
asInstanceOf[T0]: T0
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-
def
attachShader(program: WebGLProgram, shader: WebGLShader): Unit
Attaches a shader (fragment or vertex) to a WebGLProgram.
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def
bindAttribLocation(program: WebGLProgram, index: Int, name: String): Unit
Associates a vertex attribute index with a named attribute variable.
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def
bindBuffer(target: Int, buffer: WebGLBuffer): Unit
Loads a a target into a WebGLBuffer.
Loads a a target into a WebGLBuffer.
- target
the target to bind the buffer to. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER
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def
bindFramebuffer(target: Int, framebuffer: WebGLFramebuffer): Unit
Loads a a target into a WebGLFramebuffer.
Loads a a target into a WebGLFramebuffer.
- target
the target to bind the framebuffer to. Must be WebGLRenderingContext.FRAMEBUFFER.
- framebuffer
a framebuffer object, or null to bind the default framebuffer.
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def
bindRenderbuffer(target: Int, renderbuffer: WebGLRenderbuffer): Unit
Loads a a target into a WebGLRenderbuffer.
Loads a a target into a WebGLRenderbuffer.
- target
target to bind to, must be WebGLRenderingContext.RENDERBUFFER
- renderbuffer
the renderbuffer to bind. If
null
, any object bound totarget
us unbound.
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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.
- target
the target to bind to. Must be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
- texture
the texture to bind.
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def
blendColor(red: Double, green: Double, blue: Double, alpha: Double): Unit
Sets the blend color used in WebGLRenderingContext.BLEND_COLOR.
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def
blendEquation(mode: Int): Unit
Specifies the equation used for RGB and Alpha blending.
Specifies the equation used for RGB and Alpha blending.
- mode
blend equation to use. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
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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.
- modeRGB
blend equation to use for RGB components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
- modeAlpha
blend equation to use for alpha components. Can be one of WebGLRenderingContext.FUNC_ADD, WebGLRenderingContext.FUNC_SUBTRACT, or WebGLRenderingContext.FUNC_REVERSE_SUBTRACT
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def
blendFunc(sfactor: Int, dfactor: Int): Unit
Specifies how the blending factors are computed for source and destination pixels.
Specifies how the blending factors are computed for source and destination pixels.
- sfactor
The source blending factors. 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.
- dfactor
The destination blending factors. 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.
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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.
- 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.
- 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.
- dstAlpha
The destination blending factor for Alpha. Accepted values are the same as srcRGB. The initial value is WebGLRenderingContext.ZERO.
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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.- target
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
- data
the source data for the new buffer.
- usage
The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.
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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.- target
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
- data
the source data for the new buffer.
- usage
The specified usage for this buffer. May be WebGLRenderingContext.STREAM_DRAW, WebGLRenderingContext.STATIC_DRAW or WebGLRenderingContext.DYNAMIC_DRAW.
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def
bufferData(target: Int, size: Int, usage: Int): Unit
Sets the size of the bound WebGLBuffer for the given
target
.Sets the size of the bound WebGLBuffer for the given
target
. The contents of the buffer are cleared to 0.- target
The target to resize. May be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER.
- size
The size of the new 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: ArrayBuffer): Unit
- def bufferSubData(target: Int, offset: Int, data: ArrayBufferView): Unit
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val
canvas: HTMLCanvasElement
The canvas object this WebGLRenderingContext is associated with.
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def
checkFramebufferStatus(target: Int): Int
Returns the completeness status for the framebuffer.
Returns the completeness status for the framebuffer.
The possible results are:
- WebGLRenderingContext.FRAMEBUFFER_COMPLETE - the framebuffer is complete.
- WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_ATTACHMENT - one or more attachment points are not complete in the framebuffer.
- WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_DIMENSIONS - one or more attached images do not have a specified width and height.
- WebGLRenderingContext.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT - there are no images attached to the framebuffer.
- WebGLRenderingContext.FRAMEBUFFER_UNSUPPORTED - the attached image format combinations are not supported on this platform.
- target
the target framebuffer object, must be WebGLRenderingContext.FRAMEBUFFER.
- returns
the framebuffer status.
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def
clear(mask: Int): Unit
Clears the buffers specified in
mask
with the current WebGLRenderingContext#clearColor, WebGLRenderingContext#clearDepth and WebGLRenderingContext#clearStencil.Clears the buffers specified in
mask
with the current WebGLRenderingContext#clearColor, WebGLRenderingContext#clearDepth and WebGLRenderingContext#clearStencil.- mask
The buffers to clear, a bitmask of one or more of WebGLRenderingContext.COLOR_BUFFER_BIT, WebGLRenderingContext.DEPTH_BUFFER_BIT and WebGLRenderingContext.STENCIL_BUFFER_BIT.
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def
clearColor(red: Double, green: Double, blue: Double, alpha: Double): Unit
Sets the clear color to use with WebGLRenderingContext#clear.
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def
clearDepth(depth: Double): Unit
Sets the clear depth to use with WebGLRenderingContext#clear.
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def
clearStencil(s: Int): Unit
Sets the stencil value to use with WebGLRenderingContext#clear.
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def
clone(): AnyRef
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def
colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
Enable and disable writing to the given channels.
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.
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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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the compressed data.
- width
the width of the texture image.
- height
the height of the texture image.
- border
the border width. Must be 0.
- data
the compressed image data.
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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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- width
the width of the texture image.
- height
the height of the texture image.
- format
the format of the compressed image data
- data
the compressed image data.
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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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the data. May be WebGLRenderingContext.ALPHA, WebGLRenderingContext.LUMINANCE, WebGLRenderingContext.LUMINANCE_ALPHA, WebGLRenderingContext.RGB, or WebGLRenderingContext.RGBA.
- x
the window coordinates of the lower left corner of the framebuffer.
- y
the window coordinates of the lower left corner of the framebuffer.
- width
the width of the texture image.
- height
the height of the texture image.
- border
the border width. Must be 0.
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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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into 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.
- width
the width of the texture image.
- height
the height of the texture image.
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def
createBuffer(): WebGLBuffer
Creates a new WebGLBuffer.
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def
createFramebuffer(): WebGLFramebuffer
Creates a new WebGLFramebuffer.
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def
createProgram(): WebGLProgram
Creates a new WebGLProgram.
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def
createRenderbuffer(): WebGLRenderbuffer
Creates a new WebGLRenderbuffer.
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def
createShader(type: Int): WebGLShader
Creates a new WebGLShader.
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def
createTexture(): WebGLTexture
Creates a new WebGLTexture.
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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.
- 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.
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def
deleteBuffer(buffer: WebGLBuffer): Unit
Flags the specified WebGLBuffer for deletion.
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.
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def
deleteFramebuffer(framebuffer: WebGLFramebuffer): Unit
Flags the specified WebGLFramebuffer for deletion.
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.
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def
deleteProgram(program: WebGLProgram): Unit
Flags the specified WebGLProgram for deletion.
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.
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def
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer): Unit
Flags the specified WebGLRenderbuffer for deletion.
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.
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def
deleteShader(shader: WebGLShader): Unit
Flags the specified WebGLShader for deletion.
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.
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def
deleteTexture(texture: WebGLTexture): Unit
Flags the specified WebGLTexture for deletion.
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.
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def
depthFunc(func: Int): Unit
Set the function used to discard fragments.
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.
- 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.
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def
depthMask(flag: Boolean): Unit
Enables/disables writing to the depth buffer.
Enables/disables writing to the depth buffer.
- flag
when
false
, depth writing is disabled, otherwise it is enabled.
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def
depthRange(zNear: Double, zFar: Double): Unit
Sets the mapping from normalized device coordinates to window coordinates.
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
- zNear
the near clipping plane, initially 0.
- zFar
the far clipping plane, initially 1
-
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
disable(cap: Int): Unit
Disables a GL capability.
Disables a GL capability.
- cap
the capability to disable. May be WebGLRenderingContext.BLEND, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DITHER, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.SAMPLE_ALPHA_TO_COVERAGE, WebGLRenderingContext.SAMPLE_COVERAGE, WebGLRenderingContext.SCISSOR_TEST, or WebGLRenderingContext.STENCIL_TEST.
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def
disableVertexAttribArray(index: Int): Unit
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.
- 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
- first
the starting index into the arrays.
- count
the number of indices to draw.
-
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.
Renders the primitives in the active arrays using an WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to index them.
- 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
- count
the number of elements to render.
- type
the type of index value in the WebGLRenderingContext.ELEMENT_ARRAY_BUFFER. May be WebGLRenderingContext.UNSIGNED_BYTE or WebGLRenderingContext.UNSIGNED_SHORT
- offset
the offset into the WebGLRenderingContext.ELEMENT_ARRAY_BUFFER to begin drawing from.
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val
drawingBufferHeight: Int
The actual height of the drawing buffer.
The actual height of the drawing buffer. This may be different than the underlying HTMLCanvasElement height.
-
val
drawingBufferWidth: Int
The actual width of the drawing buffer.
The actual width of the drawing buffer. This may be different than the underlying HTMLCanvasElement width.
-
def
enable(cap: Int): Unit
Enables a GL capability.
Enables a GL capability.
- cap
the capability to enable. May be WebGLRenderingContext.BLEND, WebGLRenderingContext.CULL_FACE, WebGLRenderingContext.DEPTH_TEST, WebGLRenderingContext.DITHER, WebGLRenderingContext.POLYGON_OFFSET_FILL, WebGLRenderingContext.SAMPLE_ALPHA_TO_COVERAGE, WebGLRenderingContext.SAMPLE_COVERAGE, WebGLRenderingContext.SCISSOR_TEST, or WebGLRenderingContext.STENCIL_TEST.
-
def
enableVertexAttribArray(index: Int): Unit
Enables the generic vertex attribute array specified by index.
-
final
def
eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
-
def
equals(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
-
def
finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
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- Annotations
- @throws( classOf[java.lang.Throwable] )
-
def
finish(): Unit
Block until all GL execution is complete.
-
def
flush(): Unit
Force all pending GL execution to complete as soon as possible.
-
def
framebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: WebGLRenderbuffer): Unit
Attach a WebGLRenderbuffer to a WebGLFramebuffer.
Attach a WebGLRenderbuffer to a WebGLFramebuffer.
- target
- 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.
- renderbuffertarget
- renderbuffer
the renderbuffer to attach.
-
def
framebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: WebGLTexture, level: Int): Unit
Attach a WebGLTexture to a WebGLFramebuffer.
Attach a WebGLTexture to a WebGLFramebuffer.
- target
- attachment
the attachment point on the framebuffer to attach the texture. May be WebGLRenderingContext.COLOR_ATTACHMENT0, WebGLRenderingContext.DEPTH_ATTACHMENT, WebGLRenderingContext.STENCIL_ATTACHMENT, or WebGLRenderingContext.DEPTH_STENCIL_ATTACHMENT.
- textarget
the texture target. 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
- texture
the texture to be attached
- level
the miplevel to be attached
-
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.
- 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.
- 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
. -
def
getActiveUniform(program: WebGLProgram, index: Int): WebGLActiveInfo
Returns a new WebGLActiveInfo object describing the given uniform at
index
. -
def
getAttachedShaders(program: WebGLProgram): Array[WebGLShader]
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.
-
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.
- target
must be WebGLRenderingContext.ARRAY_BUFFER or WebGLRenderingContext.ELEMENT_ARRAY_BUFFER
- pname
the buffer parameter to retrieve, may be WebGLRenderingContext.BUFFER_SIZE or WebGLRenderingContext.BUFFER_USAGE
-
final
def
getClass(): Class[_]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
-
def
getContextAttributes(): WebGLContextAttributes
Returns
null
if isContextLost would returnfalse
, 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.
-
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.- 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.
Returns the value for the given parameter name on for the target and attachment. The return type is dependent on the requested parameter.
- target
must be FRAMEBUFFER
- 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
-
def
getParameter(pname: Int): Any
Returns the value for the given
pname
.Returns the value for the given
pname
. Returns a value who's type depends on the requested parameter.- 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.
-
def
getProgramParameter(program: WebGLProgram, pname: Int): Any
Returns the value for the given parameter name for the program.
Returns the value for the given parameter name for the program. The return type is dependent on the requested parameter.
- program
the program to query.
- 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.
-
def
getRenderbufferParameter(target: Int, pname: Int): Any
Returns the value of a parameter on the active renderbuffer.
Returns the value of a parameter on the active renderbuffer. The return type is dependent on the requested parameter.
- target
- pname
the parameter to query, may be WebGLRenderingContext.RENDERBUFFER_WIDTH, WebGLRenderingContext.RENDERBUFFER_HEIGHT, WebGLRenderingContext.RENDERBUFFER_INTERNAL_FORMAT, WebGLRenderingContext.RENDERBUFFER_RED_SIZE, WebGLRenderingContext.RENDERBUFFER_GREEN_SIZE, WebGLRenderingContext.RENDERBUFFER_BLUE_SIZE, WebGLRenderingContext.RENDERBUFFER_ALPHA_SIZE, WebGLRenderingContext.RENDERBUFFER_STENCIL_SIZE, or WebGLRenderingContext.RENDERBUFFER_DEPTH_SIZE
-
def
getShaderInfoLog(shader: WebGLShader): String
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.
Returns the value of a parameter on the specified WebGLShader. The return type is dependent on the requested parameter.
- shader
the shader to query
- pname
the parameter to get, may be one of WebGLRenderingContext.SHADER_TYPE, WebGLRenderingContext.DELETE_STATUS or WebGLRenderingContext.COMPILE_STATUS
-
def
getShaderPrecisionFormat(shadertype: Int, precisiontype: Int): WebGLShaderPrecisionFormat
Returns a new WebGLShaderPrecisionFormat for the given shader type and precision type.
Returns a new WebGLShaderPrecisionFormat for the given shader type and precision type.
- shadertype
the type of shader, may be WebGLRenderingContext.FRAGMENT_SHADER or WebGLRenderingContext.VERTEX_SHADER.
- precisiontype
the precision type to query, may be WebGLRenderingContext.LOW_FLOAT, WebGLRenderingContext.MEDIUM_FLOAT, WebGLRenderingContext.HIGH_FLOAT, WebGLRenderingContext.LOW_INT, WebGLRenderingContext.MEDIUM_INT, or WebGLRenderingContext.HIGH_INT.
-
def
getShaderSource(shader: WebGLShader): String
Returns the source of the given shader.
-
def
getSupportedExtensions(): Array[String]
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.
- target
the target to query. May be either WebGLRenderingContext.TEXTURE_2D or
TEXTURE_CUBE_MAP
.- 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.
-
def
getUniform(program: WebGLProgram, location: WebGLUniformLocation): Any
Returns the value of the uniform in the given program and location.
Returns the value of the uniform in the given program and location. The return type is dependent on the uniform type.
-
def
getUniformLocation(program: WebGLProgram, name: String): WebGLUniformLocation
Returns a new WebGLUniformLocation that represents the location of the given uniform in the specified program.
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.
Returns the value of the named parameter for a given vertex attribute index.
- index
the index of the vertex attribute to query.
- pname
the requested parameter, may be WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_ENABLED, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_SIZE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_STRIDE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_TYPE, WebGLRenderingContext.VERTEX_ATTRIB_ARRAY_NORMALIZED, WebGLRenderingContext.CURRENT_VERTEX_ATTRIB
-
def
getVertexAttribOffset(index: Int, pname: Int): Int
Returns the offset of the vertex attribute.
Returns the offset of the vertex attribute.
- index
the index of the vertex attribute to retrieve
- pname
-
def
hasOwnProperty(v: String): Boolean
- Definition Classes
- Object
-
def
hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
-
def
hint(target: Int, mode: Int): Unit
Specifies implementation specific hints.
Specifies implementation specific hints.
- target
the hint to specify. Must be WebGLRenderingContext.GENERATE_MIPMAP_HINT
- mode
the desired mode. Must be one of WebGLRenderingContext.FASTEST, WebGLRenderingContext.NICEST, or WebGLRenderingContext.DONT_CARE.
-
def
isBuffer(buffer: Any): Boolean
Returns
true
if thebuffer
is valid,false
otherwise. -
def
isContextLost(): Boolean
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 theframebuffer
is valid,false
otherwise. -
final
def
isInstanceOf[T0]: Boolean
- Definition Classes
- Any
-
def
isProgram(program: Any): Boolean
Returns
true
if theprogram
is valid,false
otherwise. -
def
isPrototypeOf(v: Object): Boolean
- Definition Classes
- Object
-
def
isRenderbuffer(renderbuffer: Any): Boolean
Returns
true
if therenderbuffer
is valid,false
otherwise. -
def
isShader(shader: Any): Boolean
Returns
true
if theshader
is valid,false
otherwise. -
def
isTexture(texture: Any): Boolean
Returns
true
if thetexture
is valid,false
otherwise. -
def
lineWidth(width: Double): Unit
Specifies the line width.
-
def
linkProgram(program: WebGLProgram): Unit
Attempts to link the specified WebGLProgram.
-
final
def
ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
-
final
def
notify(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
-
final
def
notifyAll(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
-
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.
-
def
polygonOffset(factor: Double, units: Double): Unit
Specifies the polygon 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
factor
*DZ + r*units
, 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
propertyIsEnumerable(v: String): Boolean
- Definition Classes
- Object
-
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
.- 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.
- width
the width of the area to read.
- height
the height of the area to read.
- 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
-
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.
- target
- 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.
-
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
the sample coverage value, clamped to 0..1.
- invert
if true, the mask will be bitwise-inverted.
-
def
scissor(x: Int, y: Int, width: Int, height: Int): Unit
Sets the scissor 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.
-
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.
- func
the test function. One of WebGLRenderingContext.NEVER, WebGLRenderingContext.LESS, WebGLRenderingContext.LEQUAL, WebGLRenderingContext.GREATER, WebGLRenderingContext.GEQUAL, WebGLRenderingContext.EQUAL, WebGLRenderingContext.NOTEQUAL, and WebGLRenderingContext.ALWAYS
- ref
the reference value to test against in the stencil buffer
- mask
mask that is ANDed with
ref
and the tested value and stored 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.
- 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
- ref
the reference value to test against in the stencil buffer
- mask
mask that is ANDed with
ref
and the tested value and stored 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.
- 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.
- 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.
- 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.
- 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.
-
final
def
synchronized[T0](arg0: ⇒ T0): T0
- Definition Classes
- AnyRef
-
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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the target pixel data.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the source image 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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the target pixel data.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the source image 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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the target pixel data.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the source image data.
-
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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the target pixel data.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the source image data.
-
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.
- 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
- level
the mipmap level of detail. 0 is the base image.
- internalformat
the format of the target pixel data.
- width
the width of the texture image.
- height
the height of the texture image.
- border
the border width. Must be 0.
- pixels
the source image 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.
- target
the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
- pname
the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T
- param
the value to set. See the corresponding parameters for valid values.
-
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.
- target
the texture target to configure. May be WebGLRenderingContext.TEXTURE_2D or WebGLRenderingContext.TEXTURE_CUBE_MAP
- pname
the parameter to change. May be WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.TEXTURE_MAG_FILTER WebGLRenderingContext.TEXTURE_WRAP_S, or WebGLRenderingContext.TEXTURE_WRAP_T
- param
the value to set. See the corresponding parameters for valid values.
-
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
.- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the image data.
-
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
.- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the image data..
-
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
.- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the image data.
-
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.- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the image data.
-
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
.- 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
- level
the mipmap level of detail. 0 is the base image.
- xoffset
the x texel offset into the texture image.
- yoffset
the y texel offset into the texture image.
- width
the width of the texture image.
- height
the height of the texture image.
- format
the format of the incoming pixel data.
- type
the data type of the pixel data.
- pixels
the image data.
-
def
toLocaleString(): String
- Definition Classes
- Object
-
def
toString(): String
- Definition Classes
- AnyRef → Any
-
def
uniform1f(location: WebGLUniformLocation, x: Double): Unit
Loads a a scalar float into a WebGLUniformLocation.
Loads a a scalar float into a WebGLUniformLocation.
- location
the location to bind.
- x
the scalar 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.
- location
the location to bind.
- v
a js.Array 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.
- location
the location to bind.
- v
a
Float32Array
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.
- location
the location to bind.
- x
the scalar 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.
- location
the location to bind.
- v
a js.Array 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.
- location
the location to bind.
- v
an
Int32Array
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.
- location
the location to bind.
- x
the first float component
- y
the second float component
-
def
uniform2fv(location: WebGLUniformLocation, v: Array[Double]): Unit
Loads a a 2-vector of floats
Loads a a 2-vector of floats
- location
the location to bind into a WebGLUniformLocation.
- v
a js.Array to bind to.
-
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.
- location
the location to bind.
- v
a
Float32Array
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.
- location
the location to bind.
- x
the first integer component
- y
the second integer component
-
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.
- location
the location to bind.
- v
a js.Array to bind to
-
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.
- location
the location to bind.
- v
an
Int32Array
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.
- 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: Array[Double]): Unit
Loads a a 3-vector of floats into a WebGLUniformLocation.
Loads a a 3-vector of floats into a WebGLUniformLocation.
- location
the location to bind.
- v
a js.Array to bind to.
-
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.
- location
the location to bind.
- v
a
Float32Array
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.
- 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: Array[Int]): Unit
Loads a a 3-vector of integers into a WebGLUniformLocation.
Loads a a 3-vector of integers into a WebGLUniformLocation.
- location
the location to bind.
- v
a js.Array to bind to
-
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.
- location
the location to bind.
- v
an
Int32Array
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.
- location
the location to bind.
- x
the first float component.
- y
the second float component.
- z
the third float component.
- w
the fourth float component.
-
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.
- location
the location to bind.
- v
a js.Array to bind to.
-
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.
- location
the location to bind.
- v
a
Float32Array
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.
- location
the location to bind.
- x
the first integer component
- y
the second integer component
- z
the third integer component
- w
the third integer component
-
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.
- location
the location to bind.
- v
a js.Array to bind to
-
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.
- location
the location to bind.
- v
an
Int32Array
to bind to
-
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.
- 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
uniformMatrix2fv(location: WebGLUniformLocation, transpose: Boolean, value: Float32Array): Unit
Loads a a 4x2 matrix into a WebGLUniformLocation.
Loads a a 4x2 matrix into a WebGLUniformLocation.
- 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.
- 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.
- 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.
- 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.
- 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
useProgram(program: WebGLProgram): Unit
Makes a WebGLProgram become the active program.
-
def
validateProgram(program: WebGLProgram): Unit
Validates a WebGLProgram.
-
def
valueOf(): Any
- Definition Classes
- Object
-
def
vertexAttrib1f(indx: Int, x: Double): Unit
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
- indx
the index of the attribute.
- x
the scalar to load.
-
def
vertexAttrib1fv(indx: Int, values: Array[Double]): Unit
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
- indx
the index of the attribute.
- values
the source array for the attribute.
-
def
vertexAttrib1fv(indx: Int, values: Float32Array): Unit
Loads a scalar into a vertex attribute.
Loads a scalar into a vertex attribute.
- 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.
- indx
the index of the attribute.
- x
the first component.
- y
the second component.
-
def
vertexAttrib2fv(indx: Int, values: Array[Double]): Unit
Loads a 2-vector into a vertex attribute.
Loads a 2-vector into a vertex attribute.
- indx
the index of the attribute.
- values
the source array for the attribute.
-
def
vertexAttrib2fv(indx: Int, values: Float32Array): Unit
Loads a 2-vector into a vertex attribute.
Loads a 2-vector into a vertex attribute.
- 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.
- indx
the index of the attribute.
- x
the first component.
- y
the second component.
- z
the third component.
-
def
vertexAttrib3fv(indx: Int, values: Array[Double]): Unit
Loads a 3-vector into a vertex attribute.
Loads a 3-vector into a vertex attribute.
- indx
the index of the attribute.
- values
the source array for the attribute.
-
def
vertexAttrib3fv(indx: Int, values: Float32Array): Unit
Loads a 3-vector into a vertex attribute.
Loads a 3-vector into a vertex attribute.
- 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.
- indx
the index of the attribute.
- x
the first component.
- y
the second component.
- z
the third component.
- w
the fourth component.
-
def
vertexAttrib4fv(indx: Int, values: Array[Double]): Unit
Loads a 4-vector into a vertex attribute.
Loads a 4-vector into a vertex attribute.
- indx
the index of the attribute.
- values
the source array for the attribute.
-
def
vertexAttrib4fv(indx: Int, values: Float32Array): Unit
Loads a 4-vector into a vertex attribute.
Loads a 4-vector into a vertex attribute.
- 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.
- indx
the index of the attribute
- size
the number of components per attribute. Must be 1..4
- type
the datatype for each component, may be WebGLRenderingContext.BYTE, WebGLRenderingContext.UNSIGNED_BYTE, WebGLRenderingContext.SHORT, WebGLRenderingContext.UNSIGNED_SHORT, or WebGLRenderingContext.FLOAT.
- normalized
if
true
, values are normalized on access, otherwise they are converted to fixed point values on access.- stride
the gap between attributes. 0 would be packed together.
- offset
the offset to the first component in the array.
-
def
viewport(x: Double, y: Double, width: Double, height: Double): Unit
Sets the OpenGL viewport to render within.
-
final
def
wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )
-
final
def
wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )
-
final
def
wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... ) @native()