Binds a given WebGLBuffer to a target.
Binds a given WebGLBuffer to a target.
A GLenum specifying the binding point (target). Possible values:
A WebGLBuffer to bind.
Binds a given WebGLTexture to a target (binding point).
Binds a given WebGLTexture to a target (binding point).
A GLenum specifying the binding point (target). Possible values:
A WebGLTexture object to bind.
Transfers a block of pixels from the read framebuffer to the draw framebuffer.
Transfers a block of pixels from the read framebuffer to the draw framebuffer.
A GLint specifying the bounds of the source rectangle.
A GLint specifying the bounds of the source rectangle.
A GLint specifying the bounds of the source rectangle.
A GLint specifying the bounds of the source rectangle.
A GLint specifying the bounds of the destination rectangle.
A GLint specifying the bounds of the destination rectangle.
A GLint specifying the bounds of the destination rectangle.
A GLint specifying the bounds of the destination rectangle.
A GLbitfield specifying a bitwise OR mask indicating which buffers are to be copied.
A GLenum specifying the interpolation to be applied if the image is stretched.
A read-only back-reference to the HTMLCanvasElement.
A read-only back-reference to the HTMLCanvasElement. Might be null if it is not associated with a <canvas> element.
Compiles a GLSL shader into binary data so that it can be used by a WebGLProgram.
Compiles a GLSL shader into binary data so that it can be used by a WebGLProgram.
A fragment or vertex WebGLShader.
Copies part of the data of a buffer to another buffer.
Copies part of the data of a buffer to another buffer.
A GLenum specifying the binding point (target) from whose data store should be read.
A GLenum specifying the binding point (target) from whose data store should be written.
A GLintptr specifying the byte offset from which to start reading from the buffer.
A GLintptr specifying the byte offset from which to start writing to the buffer.
A GLsizei in bytes specifying the size of the data to be copied from readTarget to writeTarget.
Returns a WebGLBuffer storing data such as vertices or colors.
Returns a WebGLBuffer storing data such as vertices or colors.
a WebGLBuffer storing data such as vertices or colors.
Returns a WebGLProgram object that is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL).
Returns a WebGLProgram object that is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL). These are then linked into a usable program.
A WebGLProgram object that is a combination of two compiled WebGLShaders consisting of a vertex shader and a fragment shader (both written in GLSL).
Creates a WebGLShader that can then be configured further using WebGLRenderingContext.shaderSource() and WebGLRenderingContext.compileShader().
Creates a WebGLShader that can then be configured further using WebGLRenderingContext.shaderSource() and WebGLRenderingContext.compileShader().
a new WebGLShader
Creates and initializes a WebGLTexture object.
Creates and initializes a WebGLTexture object.
a WebGLTexture object.
Deletes a given WebGLBuffer.
Deletes a given WebGLBuffer. This method has no effect if the buffer has already been deleted.
the given WebGLBuffer
Deletes a given WebGLTexture object.
Deletes a given WebGLTexture object. This method has no effect if the texture has already been deleted.
A WebGLTexture object to delete.
The read-only height of the current drawing buffer.
The read-only height of the current drawing buffer. Should match the height of the canvas element associated with this context.
The read-only width of the current drawing buffer.
The read-only width of the current drawing buffer. Should match the width of the canvas element associated with this context.
Reads data from a buffer binding point and writes them to an ArrayBuffer or SharedArrayBuffer.
Reads data from a buffer binding point and writes them to an ArrayBuffer or SharedArrayBuffer.
A GLenum specifying the binding point (target).
A GLintptr specifying the byte offset from which to start reading from the buffer.
An ArrayBuffer or SharedArrayBuffer to which to write the buffer data.
A GLuint specifying the element index offset where to start reading the buffer.
A GLuint defaulting to 0.
Returns the indexed value for the given target.
Returns the indexed value for the given target.
A Glenum specifying the target for which to return information
A GLuint specifying the index of the target that is queried.
Depends on the requested information (as specified with target).
Returns information about the given program.
Returns information about the given program.
A WebGLProgram to get parameter information from.
A GLenum specifying the information to query. Possible values:
the requested program information (as specified with pname).
gl.getProgramParameter(program, gl.DELETE_STATUS)
Returns information about the given shader.
Returns information about the given shader.
A WebGLShader to get parameter information from.
A GLenum specifying the information to query. Possible values:
the requested shader information (as specified with pname).
Returns a new WebGLShaderPrecisionFormat object describing the range and precision for the specified shader numeric format.
Returns a new WebGLShaderPrecisionFormat object describing the range and precision for the specified shader numeric format.
Either a FRAGMENT_SHADER or a VERTEX_SHADER.
A precision type value. Either LOW_FLOAT, MEDIUM_FLOAT, HIGH_FLOAT, LOW_INT, MEDIUM_INT, or HIGH_INT.
A WebGLShaderPrecisionFormat object or null, if an error occurs.
gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT)
Returns true if the passed WebGLBuffer is valid and false otherwise.
Returns true if the passed WebGLBuffer is valid and false otherwise.
the given object to test
true if the passed WebGLBuffer is valid and false otherwise.
Returns true if the passed WebGLProgram is valid, false otherwise.
Returns true if the passed WebGLProgram is valid, false otherwise.
A WebGLProgram to check.
true if the passed WebGLProgram is valid, false otherwise.
Returns true if the passed WebGLTexture is valid and false otherwise.
Returns true if the passed WebGLTexture is valid and false otherwise.
the passed WebGLTexture
true if the passed WebGLTexture is valid and false otherwise.
Links a given WebGLProgram to the attached vertex and fragment shaders.
Links a given WebGLProgram to the attached vertex and fragment shaders.
A WebGLProgram to link.
Sets the source code of a WebGLShader.
Sets the source code of a WebGLShader.
A WebGLShader object in which to set the source code.
A DOMString containing the GLSL source code to set.
Sets the specified WebGLProgram as part the current rendering state.
Sets the specified WebGLProgram as part the current rendering state.
A WebGLProgram to use.
Validates a WebGLProgram.
Validates a WebGLProgram. It checks if it is successfully linked and if it can be used in the current WebGL state.
A WebGLProgram to validate.
The WebGL2RenderingContext interface provides the OpenGL ES 3.0 rendering context for the drawing surface of an HTML <canvas> element.
WebGL 2 is an extension to WebGL 1. The WebGL2RenderingContext interface implements all members of the WebGLRenderingContext interface. Some methods of the WebGL 1 context can accept additional values when used in a WebGL 2 context. You will find this info noted on the WebGL 1 reference pages.
https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext