Documentation ¶
Index ¶
- Constants
- type Buffer
- type Gl
- func (gl *Gl) ActiveTexture(texUnit int)
- func (gl *Gl) AttachShader(program *Program, shader *Shader)
- func (gl *Gl) BindBuffer(buffType int, buff *Buffer)
- func (gl *Gl) BindTexture(target int, texture *Texture)
- func (gl *Gl) BufferData(buffType int, data interface{}, drawHint int)
- func (gl *Gl) Clear(mask int)
- func (gl *Gl) ClearColor(r, g, b, a float32)
- func (gl *Gl) CompileShader(shader *Shader)
- func (gl *Gl) CreateBuffer() *Buffer
- func (gl *Gl) CreateProgram() *Program
- func (gl *Gl) CreateShader(shaderType int) *Shader
- func (gl *Gl) CreateTexture() *Texture
- func (gl *Gl) DeleteBuffer(buff *Buffer)
- func (gl *Gl) DeleteProgram(program *Program)
- func (gl *Gl) DeleteShader(shader *Shader)
- func (gl *Gl) DeleteTexture(texture *Texture)
- func (gl *Gl) Disable(mask int)
- func (gl *Gl) DrawArrays(mode, first, count int)
- func (gl *Gl) DrawElements(mode, count, dataType, offset int)
- func (gl *Gl) Enable(mask int)
- func (gl *Gl) EnableVertexAttribArray(attribLoc int)
- func (gl *Gl) GetAttribLocation(program *Program, attribute string) int
- func (gl *Gl) GetProgramInfoLog(program *Program) string
- func (gl *Gl) GetProgramParameter(program *Program, paramType int) int
- func (gl *Gl) GetShaderInfoLog(shader *Shader) string
- func (gl *Gl) GetShaderParameter(shader *Shader, paramType int) int
- func (gl *Gl) GetUniformLocation(program *Program, uniformName string) *UniformLocation
- func (gl *Gl) LinkProgram(program *Program)
- func (gl *Gl) ReadPixels(x, y, width, height, format, dataType int, pixels []byte)
- func (gl *Gl) Scissor(x, y, width, height int)
- func (gl *Gl) ShaderSource(shader *Shader, source string)
- func (gl *Gl) TexImage2D(target, level, internalFormat, format, texType int, pixels interface{})
- func (gl *Gl) TexImage2DArray(target, level, internalFormat, width, height, border, format, texType int, ...)
- func (gl *Gl) TexParameteri(target, pname, param int)
- func (gl *Gl) Uniform1f(loc *UniformLocation, x float32)
- func (gl *Gl) Uniform1fv(loc *UniformLocation, x []float32)
- func (gl *Gl) Uniform1i(loc *UniformLocation, x int)
- func (gl *Gl) Uniform1iv(loc *UniformLocation, x []int)
- func (gl *Gl) Uniform2f(loc *UniformLocation, x, y float32)
- func (gl *Gl) Uniform2fv(loc *UniformLocation, x []float32)
- func (gl *Gl) Uniform2i(loc *UniformLocation, x, y int)
- func (gl *Gl) Uniform2iv(loc *UniformLocation, x []int)
- func (gl *Gl) Uniform3f(loc *UniformLocation, x, y, z float32)
- func (gl *Gl) Uniform3fv(loc *UniformLocation, x []float32)
- func (gl *Gl) Uniform3i(loc *UniformLocation, x, y, z int)
- func (gl *Gl) Uniform3iv(loc *UniformLocation, x []int)
- func (gl *Gl) Uniform4f(loc *UniformLocation, x, y, z, w float32)
- func (gl *Gl) Uniform4fv(loc *UniformLocation, x []float32)
- func (gl *Gl) Uniform4i(loc *UniformLocation, x, y, z, w int)
- func (gl *Gl) Uniform4iv(loc *UniformLocation, x []int)
- func (gl *Gl) UniformMatrix2fv(loc *UniformLocation, transpose bool, x []float32)
- func (gl *Gl) UniformMatrix3fv(loc *UniformLocation, transpose bool, x []float32)
- func (gl *Gl) UniformMatrix4fv(loc *UniformLocation, transpose bool, x []float32)
- func (gl *Gl) UseProgram(program *Program)
- func (gl *Gl) VertexAttribPointer(index, size, dataType int, normalized bool, stride, offset int)
- func (gl *Gl) Viewport(x, y, width, height int)
- type Program
- type Shader
- type Texture
- type UniformLocation
Constants ¶
View Source
const ( TEXTURE0 = 0x84C0 // A texture unit. TEXTURE1 = 0x84C1 // A texture unit. TEXTURE2 = 0x84C2 // A texture unit. TEXTURE3 = 0x84C3 // A texture unit. TEXTURE4 = 0x84C4 // A texture unit. TEXTURE5 = 0x84C5 // A texture unit. TEXTURE6 = 0x84C6 // A texture unit. TEXTURE7 = 0x84C7 // A texture unit. TEXTURE8 = 0x84C8 // A texture unit. TEXTURE9 = 0x84C9 // A texture unit. TEXTURE10 = 0x84CA // A texture unit. TEXTURE11 = 0x84CB // A texture unit. TEXTURE12 = 0x84CC // A texture unit. TEXTURE13 = 0x84CD // A texture unit. TEXTURE14 = 0x84CE // A texture unit. TEXTURE15 = 0x84CF // A texture unit. TEXTURE16 = 0x84D0 // A texture unit. TEXTURE17 = 0x84D1 // A texture unit. TEXTURE18 = 0x84D2 // A texture unit. TEXTURE19 = 0x84D3 // A texture unit. TEXTURE20 = 0x84D4 // A texture unit. TEXTURE21 = 0x84D5 // A texture unit. TEXTURE22 = 0x84D6 // A texture unit. TEXTURE23 = 0x84D7 // A texture unit. TEXTURE24 = 0x84D8 // A texture unit. TEXTURE25 = 0x84D9 // A texture unit. TEXTURE26 = 0x84DA // A texture unit. TEXTURE27 = 0x84DB // A texture unit. TEXTURE28 = 0x84DC // A texture unit. TEXTURE29 = 0x84DD // A texture unit. TEXTURE30 = 0x84DE // A texture unit. TEXTURE31 = 0x84DF // A texture unit. DEPTH_BUFFER_BIT = 0x00000100 // Passed to clear to clear the current depth buffer. STENCIL_BUFFER_BIT = 0x00000400 // Passed to clear to clear the current stencil buffer. COLOR_BUFFER_BIT = 0x00004000 // Passed to clear to clear the current color buffer. POINTS = 0x0000 // Passed to drawElements or drawArrays to draw single points. LINES = 0x0001 // Passed to drawElements or drawArrays to draw lines. Each vertex connects to the one after it. LINE_LOOP = 0x0002 // Passed to drawElements or drawArrays to draw lines. Each set of two vertices is treated as a separate line segment. LINE_STRIP = 0x0003 // Passed to drawElements or drawArrays to draw a connected group of line segments from the first vertex to the last. TRIANGLES = 0x0004 // Passed to drawElements or drawArrays to draw triangles. Each set of three vertices creates a separate triangle. TRIANGLE_STRIP = 0x0005 // Passed to drawElements or drawArrays to draw a connected group of triangles. TRIANGLE_FAN = 0x0006 // 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. ZERO = 0 // Passed to blendFunc or blendFuncSeparate to turn off a component. ONE = 1 // Passed to blendFunc or blendFuncSeparate to turn on a component. SRC_COLOR = 0x0300 // Passed to blendFunc or blendFuncSeparate to multiply a component by the source elements color. ONE_MINUS_SRC_COLOR = 0x0301 // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source elements color. SRC_ALPHA = 0x0302 // Passed to blendFunc or blendFuncSeparate to multiply a component by the source's alpha. ONE_MINUS_SRC_ALPHA = 0x0303 // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source's alpha. DST_ALPHA = 0x0304 // Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's alpha. ONE_MINUS_DST_ALPHA = 0x0305 // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's alpha. DST_COLOR = 0x0306 // Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's color. ONE_MINUS_DST_COLOR = 0x0307 // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's color. SRC_ALPHA_SATURATE = 0x0308 // Passed to blendFunc or blendFuncSeparate to multiply a component by the minimum of source's alpha or one minus the destination's alpha. CONSTANT_COLOR = 0x8001 // Passed to blendFunc or blendFuncSeparate to specify a constant color blend function. ONE_MINUS_CONSTANT_COLOR = 0x8002 // Passed to blendFunc or blendFuncSeparate to specify one minus a constant color blend function. CONSTANT_ALPHA = 0x8003 // Passed to blendFunc or blendFuncSeparate to specify a constant alpha blend function. ONE_MINUS_CONSTANT_ALPHA = 0x8004 // Passed to blendFunc or blendFuncSeparate to specify one minus a constant alpha blend function. FUNC_ADD = 0x8006 // Passed to blendEquation or blendEquationSeparate to set an addition blend function. FUNC_SUBTRACT = 0x800A // Passed to blendEquation or blendEquationSeparate to specify a subtraction blend function (source - destination). FUNC_REVERSE_SUBTRACT = 0x800B // Passed to blendEquation or blendEquationSeparate to specify a reverse subtraction blend function (destination - source). BLEND_EQUATION = 0x8009 // Passed to getParameter to get the current RGB blend function. BLEND_EQUATION_RGB = 0x8009 // Passed to getParameter to get the current RGB blend function. Same as BLEND_EQUATION BLEND_EQUATION_ALPHA = 0x883D // Passed to getParameter to get the current alpha blend function. Same as BLEND_EQUATION BLEND_DST_RGB = 0x80C8 // Passed to getParameter to get the current destination RGB blend function. BLEND_SRC_RGB = 0x80C9 // Passed to getParameter to get the current destination RGB blend function. BLEND_DST_ALPHA = 0x80CA // Passed to getParameter to get the current destination alpha blend function. BLEND_SRC_ALPHA = 0x80CB // Passed to getParameter to get the current source alpha blend function. BLEND_COLOR = 0x8005 // Passed to getParameter to return a the current blend color. ARRAY_BUFFER_BINDING = 0x8894 // Passed to getParameter to get the array buffer binding. ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 // Passed to getParameter to get the current element array buffer. LINE_WIDTH = 0x0B21 // Passed to getParameter to get the current lineWidth (set by the lineWidth method). ALIASED_POINT_SIZE_RANGE = 0x846D // Passed to getParameter to get the current size of a point drawn with gl.POINTS ALIASED_LINE_WIDTH_RANGE = 0x846E // Passed to getParameter to get the range of available widths for a line. Returns a length-2 array with the lo value at 0, and hight at 1. CULL_FACE_MODE = 0x0B45 // Passed to getParameter to get the current value of cullFace. Should return FRONT, BACK, or FRONT_AND_BACK FRONT_FACE = 0x0B46 // Passed to getParameter to determine the current value of frontFace. Should return CW or CCW. DEPTH_RANGE = 0x0B70 // Passed to getParameter to return a length-2 array of floats giving the current depth range. DEPTH_WRITEMASK = 0x0B72 // Passed to getParameter to determine if the depth write mask is enabled. DEPTH_CLEAR_VALUE = 0x0B73 // Passed to getParameter to determine the current depth clear value. DEPTH_FUNC = 0x0B74 // Passed to getParameter to get the current depth function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL. STENCIL_CLEAR_VALUE = 0x0B91 // Passed to getParameter to get the value the stencil will be cleared to. STENCIL_FUNC = 0x0B92 // Passed to getParameter to get the current stencil function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL. STENCIL_FAIL = 0x0B94 // Passed to getParameter to get the current stencil fail function. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP. STENCIL_PASS_DEPTH_FAIL = 0x0B95 // 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. STENCIL_PASS_DEPTH_PASS = 0x0B96 // 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. STENCIL_REF = 0x0B97 // Passed to getParameter to get the reference value used for stencil tests. STENCIL_VALUE_MASK = 0x0B93 STENCIL_WRITEMASK = 0x0B98 STENCIL_BACK_FUNC = 0x8800 STENCIL_BACK_FAIL = 0x8801 STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 STENCIL_BACK_REF = 0x8CA3 STENCIL_BACK_VALUE_MASK = 0x8CA4 STENCIL_BACK_WRITEMASK = 0x8CA5 VIEWPORT = 0x0BA2 // Returns an Int32Array with four elements for the current viewport dimensions. SCISSOR_BOX = 0x0C10 // Returns an Int32Array with four elements for the current scissor box dimensions. COLOR_CLEAR_VALUE = 0x0C22 COLOR_WRITEMASK = 0x0C23 UNPACK_ALIGNMENT = 0x0CF5 PACK_ALIGNMENT = 0x0D05 MAX_TEXTURE_SIZE = 0x0D33 MAX_VIEWPORT_DIMS = 0x0D3A SUBPIXEL_BITS = 0x0D50 RED_BITS = 0x0D52 GREEN_BITS = 0x0D53 BLUE_BITS = 0x0D54 ALPHA_BITS = 0x0D55 DEPTH_BITS = 0x0D56 STENCIL_BITS = 0x0D57 POLYGON_OFFSET_UNITS = 0x2A00 POLYGON_OFFSET_FACTOR = 0x8038 TEXTURE_BINDING_2D = 0x8069 SAMPLE_BUFFERS = 0x80A8 SAMPLES = 0x80A9 SAMPLE_COVERAGE_VALUE = 0x80AA SAMPLE_COVERAGE_INVERT = 0x80AB COMPRESSED_TEXTURE_FORMATS = 0x86A3 VENDOR = 0x1F00 RENDERER = 0x1F01 VERSION = 0x1F02 IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B BROWSER_DEFAULT_WEBGL = 0x9244 STATIC_DRAW = 0x88E4 // Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and not change often. STREAM_DRAW = 0x88E0 // Passed to bufferData as a hint about whether the contents of the buffer are likely to not be used often. DYNAMIC_DRAW = 0x88E8 // Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and change often. ARRAY_BUFFER = 0x8892 // Passed to bindBuffer or bufferData to specify the type of buffer being used. ELEMENT_ARRAY_BUFFER = 0x8893 // Passed to bindBuffer or bufferData to specify the type of buffer being used. BUFFER_SIZE = 0x8764 // Passed to getBufferParameter to get a buffer's size. BUFFER_USAGE = 0x8765 // Passed to getBufferParameter to get the hint for the buffer passed in when it was created. CURRENT_VERTEX_ATTRIB = 0x8626 // Passed to getVertexAttrib to read back the current vertex attribute. VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F CULL_FACE = 0x0B44 // Passed to enable/disable to turn on/off culling. Can also be used with getParameter to find the current culling method. FRONT = 0x0404 // Passed to cullFace to specify that only front faces should be culled. BACK = 0x0405 // Passed to cullFace to specify that only back faces should be culled. FRONT_AND_BACK = 0x0408 // Passed to cullFace to specify that front and back faces should be culled. BLEND = 0x0BE2 // Passed to enable/disable to turn on/off blending. Can also be used with getParameter to find the current blending method. DEPTH_TEST = 0x0B71 // Passed to enable/disable to turn on/off the depth test. Can also be used with getParameter to query the depth test. DITHER = 0x0BD0 // Passed to enable/disable to turn on/off dithering. Can also be used with getParameter to find the current dithering method. POLYGON_OFFSET_FILL = 0x8037 // Passed to enable/disable to turn on/off the polygon offset. Useful for rendering hidden-line images, decals, and or solids with highlighted edges. Can also be used with getParameter to query the scissor test. SAMPLE_ALPHA_TO_COVERAGE = 0x809E // Passed to enable/disable to turn on/off the alpha to coverage. Used in multi-sampling alpha channels. SAMPLE_COVERAGE = 0x80A0 // Passed to enable/disable to turn on/off the sample coverage. Used in multi-sampling. SCISSOR_TEST = 0x0C11 // Passed to enable/disable to turn on/off the scissor test. Can also be used with getParameter to query the scissor test. STENCIL_TEST = 0x0B90 // Passed to enable/disable to turn on/off the stencil test. Can also be used with getParameter to query the stencil test. NO_ERROR = 0 // Returned from getError. INVALID_ENUM = 0x0500 // Returned from getError. INVALID_VALUE = 0x0501 // Returned from getError. INVALID_OPERATION = 0x0502 // Returned from getError. OUT_OF_MEMORY = 0x0505 // Returned from getError. CONTEXT_LOST_WEBGL = 0x9242 // Returned from getError. CW = 0x0900 // Passed to frontFace to specify the front face of a polygon is drawn in the clockwise direction CCW = 0x0901 // Passed to frontFace to specify the front face of a polygon is drawn in the counter clockwise direction DONT_CARE = 0x1100 // There is no preference for this behavior. FASTEST = 0x1101 // The most efficient behavior should be used. NICEST = 0x1102 // The most correct or the highest quality option should be used. GENERATE_MIPMAP_HINT = 0x8192 // Hint for the quality of filtering when generating mipmap images with WebGLRenderingContext.generateMipmap(). BYTE = 0x1400 UNSIGNED_BYTE = 0x1401 SHORT = 0x1402 UNSIGNED_SHORT = 0x1403 INT = 0x1404 UNSIGNED_INT = 0x1405 FLOAT = 0x1406 DEPTH_COMPONENT = 0x1902 ALPHA = 0x1906 RGB = 0x1907 RGBA = 0x1908 LUMINANCE = 0x1909 LUMINANCE_ALPHA = 0x190A UNSIGNED_SHORT_4_4_4_4 = 0x8033 UNSIGNED_SHORT_5_5_5_1 = 0x8034 UNSIGNED_SHORT_5_6_5 = 0x8363 FRAGMENT_SHADER = 0x8B30 // Passed to createShader to define a fragment shader. VERTEX_SHADER = 0x8B31 // Passed to createShader to define a vertex shader COMPILE_STATUS = 0x8B81 // 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 DELETE_STATUS = 0x8B80 // Passed to getShaderParameter to determine if a shader was deleted via deleteShader. Returns true if it was, false otherwise. LINK_STATUS = 0x8B82 // 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. VALIDATE_STATUS = 0x8B83 // Passed to getProgramParameter after calling validateProgram to determine if it is valid. Returns false if errors were found. ATTACHED_SHADERS = 0x8B85 // Passed to getProgramParameter after calling attachShader to determine if the shader was attached correctly. Returns false if errors occurred. ACTIVE_ATTRIBUTES = 0x8B89 // Passed to getProgramParameter to get the number of attributes active in a program. ACTIVE_UNIFORMS = 0x8B86 // Passed to getProgramParameter to get the number of uniforms active in a program. MAX_VERTEX_ATTRIBS = 0x8869 // The maximum number of entries possible in the vertex attribute list. MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB MAX_VARYING_VECTORS = 0x8DFC MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C MAX_TEXTURE_IMAGE_UNITS = 0x8872 // Implementation dependent number of maximum texture units. At least 8. MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD SHADER_TYPE = 0x8B4F SHADING_LANGUAGE_VERSION = 0x8B8C CURRENT_PROGRAM = 0x8B8D NEVER = 0x0200 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn. LESS = 0x0201 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value. EQUAL = 0x0202 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value. LEQUAL = 0x0203 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value. GREATER = 0x0204 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value. NOTEQUAL = 0x0205 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value. GEQUAL = 0x0206 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value. ALWAYS = 0x0207 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn. KEEP = 0x1E00 REPLACE = 0x1E01 INCR = 0x1E02 DECR = 0x1E03 INVERT = 0x150A INCR_WRAP = 0x8507 DECR_WRAP = 0x8508 NEAREST = 0x2600 LINEAR = 0x2601 NEAREST_MIPMAP_NEAREST = 0x2700 LINEAR_MIPMAP_NEAREST = 0x2701 NEAREST_MIPMAP_LINEAR = 0x2702 LINEAR_MIPMAP_LINEAR = 0x2703 TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 TEXTURE_2D = 0x0DE1 TEXTURE = 0x1702 TEXTURE_CUBE_MAP = 0x8513 TEXTURE_BINDING_CUBE_MAP = 0x8514 TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C ACTIVE_TEXTURE = 0x84E0 // The current active texture unit. REPEAT = 0x2901 CLAMP_TO_EDGE = 0x812F MIRRORED_REPEAT = 0x8370 FLOAT_VEC2 = 0x8B50 FLOAT_VEC3 = 0x8B51 FLOAT_VEC4 = 0x8B52 INT_VEC2 = 0x8B53 INT_VEC3 = 0x8B54 INT_VEC4 = 0x8B55 BOOL = 0x8B56 BOOL_VEC2 = 0x8B57 BOOL_VEC3 = 0x8B58 BOOL_VEC4 = 0x8B59 FLOAT_MAT2 = 0x8B5A FLOAT_MAT3 = 0x8B5B FLOAT_MAT4 = 0x8B5C SAMPLER_2D = 0x8B5E SAMPLER_CUBE = 0x8B60 LOW_FLOAT = 0x8DF0 MEDIUM_FLOAT = 0x8DF1 HIGH_FLOAT = 0x8DF2 LOW_INT = 0x8DF3 MEDIUM_INT = 0x8DF4 HIGH_INT = 0x8DF5 FRAMEBUFFER = 0x8D40 RENDERBUFFER = 0x8D41 RGBA4 = 0x8056 RGB5_A1 = 0x8057 RGB565 = 0x8D62 DEPTH_COMPONENT16 = 0x81A5 STENCIL_INDEX8 = 0x8D48 DEPTH_STENCIL = 0x84F9 RENDERBUFFER_WIDTH = 0x8D42 RENDERBUFFER_HEIGHT = 0x8D43 RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 RENDERBUFFER_RED_SIZE = 0x8D50 RENDERBUFFER_GREEN_SIZE = 0x8D51 RENDERBUFFER_BLUE_SIZE = 0x8D52 RENDERBUFFER_ALPHA_SIZE = 0x8D53 RENDERBUFFER_DEPTH_SIZE = 0x8D54 RENDERBUFFER_STENCIL_SIZE = 0x8D55 FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 COLOR_ATTACHMENT0 = 0x8CE0 DEPTH_ATTACHMENT = 0x8D00 STENCIL_ATTACHMENT = 0x8D20 DEPTH_STENCIL_ATTACHMENT = 0x821A NONE = 0 FRAMEBUFFER_COMPLETE = 0x8CD5 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9 FRAMEBUFFER_UNSUPPORTED = 0x8CDD FRAMEBUFFER_BINDING = 0x8CA6 RENDERBUFFER_BINDING = 0x8CA7 MAX_RENDERBUFFER_SIZE = 0x84E8 INVALID_FRAMEBUFFER_OPERATION = 0x0506 UNPACK_FLIP_Y_WEBGL = 0x9240 UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241 UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243 READ_BUFFER = 0x0C02 UNPACK_ROW_LENGTH = 0x0CF2 UNPACK_SKIP_ROWS = 0x0CF3 UNPACK_SKIP_PIXELS = 0x0CF4 PACK_ROW_LENGTH = 0x0D02 PACK_SKIP_ROWS = 0x0D03 PACK_SKIP_PIXELS = 0x0D04 TEXTURE_BINDING_3D = 0x806A UNPACK_SKIP_IMAGES = 0x806D UNPACK_IMAGE_HEIGHT = 0x806E MAX_3D_TEXTURE_SIZE = 0x8073 MAX_ELEMENTS_VERTICES = 0x80E8 MAX_ELEMENTS_INDICES = 0x80E9 MAX_TEXTURE_LOD_BIAS = 0x84FD MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A MAX_ARRAY_TEXTURE_LAYERS = 0x88FF MIN_PROGRAM_TEXEL_OFFSET = 0x8904 MAX_PROGRAM_TEXEL_OFFSET = 0x8905 MAX_VARYING_COMPONENTS = 0x8B4B FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B RASTERIZER_DISCARD = 0x8C89 VERTEX_ARRAY_BINDING = 0x85B5 MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122 MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125 MAX_SERVER_WAIT_TIMEOUT = 0x9111 MAX_ELEMENT_INDEX = 0x8D6B RED = 0x1903 RGB8 = 0x8051 RGBA8 = 0x8058 RGB10_A2 = 0x8059 TEXTURE_3D = 0x806F TEXTURE_WRAP_R = 0x8072 TEXTURE_MIN_LOD = 0x813A TEXTURE_MAX_LOD = 0x813B TEXTURE_BASE_LEVEL = 0x813C TEXTURE_MAX_LEVEL = 0x813D TEXTURE_COMPARE_MODE = 0x884C TEXTURE_COMPARE_FUNC = 0x884D SRGB = 0x8C40 SRGB8 = 0x8C41 SRGB8_ALPHA8 = 0x8C43 COMPARE_REF_TO_TEXTURE = 0x884E RGBA32F = 0x8814 RGB32F = 0x8815 RGBA16F = 0x881A RGB16F = 0x881B TEXTURE_2D_ARRAY = 0x8C1A TEXTURE_BINDING_2D_ARRAY = 0x8C1D R11F_G11F_B10F = 0x8C3A RGB9_E5 = 0x8C3D RGBA32UI = 0x8D70 RGB32UI = 0x8D71 RGBA16UI = 0x8D76 RGB16UI = 0x8D77 RGBA8UI = 0x8D7C RGB8UI = 0x8D7D RGBA32I = 0x8D82 RGB32I = 0x8D83 RGBA16I = 0x8D88 RGB16I = 0x8D89 RGBA8I = 0x8D8E RGB8I = 0x8D8F RED_INTEGER = 0x8D94 RGB_INTEGER = 0x8D98 RGBA_INTEGER = 0x8D99 R8 = 0x8229 RG8 = 0x822B R16F = 0x822D R32F = 0x822E RG16F = 0x822F RG32F = 0x8230 R8I = 0x8231 R8UI = 0x8232 R16I = 0x8233 R16UI = 0x8234 R32I = 0x8235 R32UI = 0x8236 RG8I = 0x8237 RG8UI = 0x8238 RG16I = 0x8239 RG16UI = 0x823A RG32I = 0x823B RG32UI = 0x823C R8_SNORM = 0x8F94 RG8_SNORM = 0x8F95 RGB8_SNORM = 0x8F96 RGBA8_SNORM = 0x8F97 RGB10_A2UI = 0x906F TEXTURE_IMMUTABLE_FORMAT = 0x912F TEXTURE_IMMUTABLE_LEVELS = 0x82DF UNSIGNED_INT_2_10_10_10_REV = 0x8368 UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B UNSIGNED_INT_5_9_9_9_REV = 0x8C3E FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD UNSIGNED_INT_24_8 = 0x84FA HALF_FLOAT = 0x140B RG = 0x8227 RG_INTEGER = 0x8228 INT_2_10_10_10_REV = 0x8D9F CURRENT_QUERY = 0x8865 QUERY_RESULT = 0x8866 QUERY_RESULT_AVAILABLE = 0x8867 ANY_SAMPLES_PASSED = 0x8C2F ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A MAX_DRAW_BUFFERS = 0x8824 DRAW_BUFFER0 = 0x8825 DRAW_BUFFER1 = 0x8826 DRAW_BUFFER2 = 0x8827 DRAW_BUFFER3 = 0x8828 DRAW_BUFFER4 = 0x8829 DRAW_BUFFER5 = 0x882A DRAW_BUFFER6 = 0x882B DRAW_BUFFER7 = 0x882C DRAW_BUFFER8 = 0x882D DRAW_BUFFER9 = 0x882E DRAW_BUFFER10 = 0x882F DRAW_BUFFER11 = 0x8830 DRAW_BUFFER12 = 0x8831 DRAW_BUFFER13 = 0x8832 DRAW_BUFFER14 = 0x8833 DRAW_BUFFER15 = 0x8834 MAX_COLOR_ATTACHMENTS = 0x8CDF COLOR_ATTACHMENT1 = 0x8CE1 COLOR_ATTACHMENT2 = 0x8CE2 COLOR_ATTACHMENT3 = 0x8CE3 COLOR_ATTACHMENT4 = 0x8CE4 COLOR_ATTACHMENT5 = 0x8CE5 COLOR_ATTACHMENT6 = 0x8CE6 COLOR_ATTACHMENT7 = 0x8CE7 COLOR_ATTACHMENT8 = 0x8CE8 COLOR_ATTACHMENT9 = 0x8CE9 COLOR_ATTACHMENT10 = 0x8CEA COLOR_ATTACHMENT11 = 0x8CEB COLOR_ATTACHMENT12 = 0x8CEC COLOR_ATTACHMENT13 = 0x8CED COLOR_ATTACHMENT14 = 0x8CEE COLOR_ATTACHMENT15 = 0x8CEF SAMPLER_3D = 0x8B5F SAMPLER_2D_SHADOW = 0x8B62 SAMPLER_2D_ARRAY = 0x8DC1 SAMPLER_2D_ARRAY_SHADOW = 0x8DC4 SAMPLER_CUBE_SHADOW = 0x8DC5 INT_SAMPLER_2D = 0x8DCA INT_SAMPLER_3D = 0x8DCB INT_SAMPLER_CUBE = 0x8DCC INT_SAMPLER_2D_ARRAY = 0x8DCF UNSIGNED_INT_SAMPLER_2D = 0x8DD2 UNSIGNED_INT_SAMPLER_3D = 0x8DD3 UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4 UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7 MAX_SAMPLES = 0x8D57 SAMPLER_BINDING = 0x8919 PIXEL_PACK_BUFFER = 0x88EB PIXEL_UNPACK_BUFFER = 0x88EC PIXEL_PACK_BUFFER_BINDING = 0x88ED PIXEL_UNPACK_BUFFER_BINDING = 0x88EF COPY_READ_BUFFER = 0x8F36 COPY_WRITE_BUFFER = 0x8F37 COPY_READ_BUFFER_BINDING = 0x8F36 COPY_WRITE_BUFFER_BINDING = 0x8F37 FLOAT_MAT2x3 = 0x8B65 FLOAT_MAT2x4 = 0x8B66 FLOAT_MAT3x2 = 0x8B67 FLOAT_MAT3x4 = 0x8B68 FLOAT_MAT4x2 = 0x8B69 FLOAT_MAT4x3 = 0x8B6A UNSIGNED_INT_VEC2 = 0x8DC6 UNSIGNED_INT_VEC3 = 0x8DC7 UNSIGNED_INT_VEC4 = 0x8DC8 UNSIGNED_NORMALIZED = 0x8C17 SIGNED_NORMALIZED = 0x8F9C VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80 TRANSFORM_FEEDBACK_VARYINGS = 0x8C83 TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84 TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85 TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88 MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B INTERLEAVED_ATTRIBS = 0x8C8C SEPARATE_ATTRIBS = 0x8C8D TRANSFORM_FEEDBACK_BUFFER = 0x8C8E TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F TRANSFORM_FEEDBACK = 0x8E22 TRANSFORM_FEEDBACK_PAUSED = 0x8E23 TRANSFORM_FEEDBACK_ACTIVE = 0x8E24 TRANSFORM_FEEDBACK_BINDING = 0x8E25 FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210 FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211 FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212 FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213 FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214 FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215 FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216 FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217 FRAMEBUFFER_DEFAULT = 0x8218 DEPTH24_STENCIL8 = 0x88F0 DRAW_FRAMEBUFFER_BINDING = 0x8CA6 READ_FRAMEBUFFER = 0x8CA8 DRAW_FRAMEBUFFER = 0x8CA9 READ_FRAMEBUFFER_BINDING = 0x8CAA RENDERBUFFER_SAMPLES = 0x8CAB FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4 FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56 UNIFORM_BUFFER = 0x8A11 UNIFORM_BUFFER_BINDING = 0x8A28 UNIFORM_BUFFER_START = 0x8A29 UNIFORM_BUFFER_SIZE = 0x8A2A MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F MAX_UNIFORM_BLOCK_SIZE = 0x8A30 MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31 MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33 UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34 ACTIVE_UNIFORM_BLOCKS = 0x8A36 UNIFORM_TYPE = 0x8A37 UNIFORM_SIZE = 0x8A38 UNIFORM_BLOCK_INDEX = 0x8A3A UNIFORM_OFFSET = 0x8A3B UNIFORM_ARRAY_STRIDE = 0x8A3C UNIFORM_MATRIX_STRIDE = 0x8A3D UNIFORM_IS_ROW_MAJOR = 0x8A3E UNIFORM_BLOCK_BINDING = 0x8A3F UNIFORM_BLOCK_DATA_SIZE = 0x8A40 UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42 UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43 UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44 UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46 OBJECT_TYPE = 0x9112 SYNC_CONDITION = 0x9113 SYNC_STATUS = 0x9114 SYNC_FLAGS = 0x9115 SYNC_FENCE = 0x9116 SYNC_GPU_COMMANDS_COMPLETE = 0x9117 UNSIGNALED = 0x9118 SIGNALED = 0x9119 ALREADY_SIGNALED = 0x911A TIMEOUT_EXPIRED = 0x911B CONDITION_SATISFIED = 0x911C WAIT_FAILED = 0x911D SYNC_FLUSH_COMMANDS_BIT = 0x00000001 COLOR = 0x1800 DEPTH = 0x1801 STENCIL = 0x1802 MIN = 0x8007 MAX = 0x8008 DEPTH_COMPONENT24 = 0x81A6 STREAM_READ = 0x88E1 STREAM_COPY = 0x88E2 STATIC_READ = 0x88E5 STATIC_COPY = 0x88E6 DYNAMIC_READ = 0x88E9 DYNAMIC_COPY = 0x88EA DEPTH_COMPONENT32F = 0x8CAC DEPTH32F_STENCIL8 = 0x8CAD INVALID_INDEX = 0xFFFFFFFF TIMEOUT_IGNORED = -1 MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247 VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE // Describes the frequency divisor used for instanced rendering. UNMASKED_VENDOR_WEBGL = 0x9245 // Passed to getParameter to get the vendor string of the graphics driver. UNMASKED_RENDERER_WEBGL = 0x9246 // Passed to getParameter to get the renderer string of the graphics driver. MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FF // Returns the maximum available anisotropy. TEXTURE_MAX_ANISOTROPY_EXT = 0x84FE // Passed to texParameter to set the desired maximum anisotropy for a texture. COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0 // A DXT1-compressed image in an RGB image format. COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83F1 // A DXT1-compressed image in an RGB image format with a simple on/off alpha value. COMPRESSED_RGBA_S3TC_DXT3_EXT = 0x83F2 // A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. COMPRESSED_RGBA_S3TC_DXT5_EXT = 0x83F3 // A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done. COMPRESSED_R11_EAC = 0x9270 // One-channel (red) unsigned format compression. COMPRESSED_SIGNED_R11_EAC = 0x9271 // One-channel (red) signed format compression. COMPRESSED_RG11_EAC = 0x9272 // Two-channel (red and green) unsigned format compression. COMPRESSED_SIGNED_RG11_EAC = 0x9273 // Two-channel (red and green) signed format compression. COMPRESSED_RGB8_ETC2 = 0x9274 // Compresses RBG8 data with no alpha channel. COMPRESSED_RGBA8_ETC2_EAC = 0x9275 // Compresses RGBA8 data. The RGB part is encoded the same as RGB_ETC2, but the alpha part is encoded separately. COMPRESSED_SRGB8_ETC2 = 0x9276 // Compresses sRBG8 data with no alpha channel. COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9277 // Compresses sRGBA8 data. The sRGB part is encoded the same as SRGB_ETC2, but the alpha part is encoded separately. COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9278 // Similar to RGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent. COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9279 // Similar to SRGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent. COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00 // RGB compression in 4-bit mode. One block for each 4×4 pixels. COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02 // RGBA compression in 4-bit mode. One block for each 4×4 pixels. COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8C01 // RGB compression in 2-bit mode. One block for each 8×4 pixels. COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8C03 // RGBA compression in 2-bit mode. One block for each 8×4 pixe COMPRESSED_RGB_ETC1_WEBGL = 0x8D64 // Compresses 24-bit RGB data with no alpha channel. UNSIGNED_INT_24_8_WEBGL = 0x84FA // Unsigned integer type for 24-bit depth texture data. HALF_FLOAT_OES = 0x8D61 // Half floating-point type (16-bit). RGBA32F_EXT = 0x8814 // RGBA 32-bit floating-point color-renderable format. RGB32F_EXT = 0x8815 // RGB 32-bit floating-point color-renderable format. FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT = 0x8211 UNSIGNED_NORMALIZED_EXT = 0x8C17 MIN_EXT = 0x8007 // Produces the minimum color components of the source and destination colors. MAX_EXT = 0x8008 // Produces the maximum color components of the source and destination colors. SRGB_EXT = 0x8C40 // Unsized sRGB format that leaves the precision up to the driver. SRGB_ALPHA_EXT = 0x8C42 // Unsized sRGB format with unsized alpha component. SRGB8_ALPHA8_EXT = 0x8C43 // Sized (8-bit) sRGB and alpha formats. FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT = 0x8210 // Returns the framebuffer color encoding. FRAGMENT_SHADER_DERIVATIVE_HINT_OES = 0x8B8B // Indicates the accuracy of the derivative calculation for the GLSL built-in functions: dFdx, dFdy, and fwidth. COLOR_ATTACHMENT0_WEBGL = 0x8CE0 // Framebuffer color attachment point COLOR_ATTACHMENT1_WEBGL = 0x8CE1 // Framebuffer color attachment point COLOR_ATTACHMENT2_WEBGL = 0x8CE2 // Framebuffer color attachment point COLOR_ATTACHMENT3_WEBGL = 0x8CE3 // Framebuffer color attachment point COLOR_ATTACHMENT4_WEBGL = 0x8CE4 // Framebuffer color attachment point COLOR_ATTACHMENT5_WEBGL = 0x8CE5 // Framebuffer color attachment point COLOR_ATTACHMENT6_WEBGL = 0x8CE6 // Framebuffer color attachment point COLOR_ATTACHMENT7_WEBGL = 0x8CE7 // Framebuffer color attachment point COLOR_ATTACHMENT8_WEBGL = 0x8CE8 // Framebuffer color attachment point COLOR_ATTACHMENT9_WEBGL = 0x8CE9 // Framebuffer color attachment point COLOR_ATTACHMENT10_WEBGL = 0x8CEA // Framebuffer color attachment point COLOR_ATTACHMENT11_WEBGL = 0x8CEB // Framebuffer color attachment point COLOR_ATTACHMENT12_WEBGL = 0x8CEC // Framebuffer color attachment point COLOR_ATTACHMENT13_WEBGL = 0x8CED // Framebuffer color attachment point COLOR_ATTACHMENT14_WEBGL = 0x8CEE // Framebuffer color attachment point COLOR_ATTACHMENT15_WEBGL = 0x8CEF // Framebuffer color attachment point DRAW_BUFFER0_WEBGL = 0x8825 // Draw buffer DRAW_BUFFER1_WEBGL = 0x8826 // Draw buffer DRAW_BUFFER2_WEBGL = 0x8827 // Draw buffer DRAW_BUFFER3_WEBGL = 0x8828 // Draw buffer DRAW_BUFFER4_WEBGL = 0x8829 // Draw buffer DRAW_BUFFER5_WEBGL = 0x882A // Draw buffer DRAW_BUFFER6_WEBGL = 0x882B // Draw buffer DRAW_BUFFER7_WEBGL = 0x882C // Draw buffer DRAW_BUFFER8_WEBGL = 0x882D // Draw buffer DRAW_BUFFER9_WEBGL = 0x882E // Draw buffer DRAW_BUFFER10_WEBGL = 0x882F // Draw buffer DRAW_BUFFER11_WEBGL = 0x8830 // Draw buffer DRAW_BUFFER12_WEBGL = 0x8831 // Draw buffer DRAW_BUFFER13_WEBGL = 0x8832 // Draw buffer DRAW_BUFFER14_WEBGL = 0x8833 // Draw buffer DRAW_BUFFER15_WEBGL = 0x8834 // Draw buffer MAX_COLOR_ATTACHMENTS_WEBGL = 0x8CDF // Maximum number of framebuffer color attachment points MAX_DRAW_BUFFERS_WEBGL = 0x8824 // Maximum number of draw buffers VERTEX_ARRAY_BINDING_OES = 0x85B5 // The bound vertex array object (VAO). QUERY_COUNTER_BITS_EXT = 0x8864 // The number of bits used to hold the query result for the given target. CURRENT_QUERY_EXT = 0x8865 // The currently active query. QUERY_RESULT_EXT = 0x8866 // The query result. QUERY_RESULT_AVAILABLE_EXT = 0x8867 // A Boolean indicating whether or not a query result is available. TIME_ELAPSED_EXT = 0x88BF // Elapsed time (in nanoseconds). TIMESTAMP_EXT = 0x8E28 // The current time. GPU_DISJOINT_EXT = 0x8FBB // A Boolean indicating whether or not the GPU performed any disjoint operation. )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Gl ¶
func (*Gl) ActiveTexture ¶
func (*Gl) AttachShader ¶
func (*Gl) BindBuffer ¶
func (*Gl) BindTexture ¶
func (*Gl) BufferData ¶
func (*Gl) ClearColor ¶
func (*Gl) CompileShader ¶
func (*Gl) CreateBuffer ¶
func (*Gl) CreateProgram ¶
func (*Gl) CreateShader ¶
func (*Gl) CreateTexture ¶
func (*Gl) DeleteBuffer ¶
func (*Gl) DeleteProgram ¶
func (*Gl) DeleteShader ¶
func (*Gl) DeleteTexture ¶
func (*Gl) DrawArrays ¶
func (*Gl) DrawElements ¶
func (*Gl) EnableVertexAttribArray ¶
func (*Gl) GetAttribLocation ¶
func (*Gl) GetProgramInfoLog ¶
func (*Gl) GetProgramParameter ¶
func (*Gl) GetShaderInfoLog ¶
func (*Gl) GetUniformLocation ¶
func (gl *Gl) GetUniformLocation(program *Program, uniformName string) *UniformLocation
func (*Gl) LinkProgram ¶
func (*Gl) ReadPixels ¶
TODO possibly allow for {}interface of copying?
func (*Gl) ShaderSource ¶
func (*Gl) TexImage2D ¶
func (*Gl) TexImage2DArray ¶
func (*Gl) TexParameteri ¶
func (*Gl) Uniform1fv ¶
func (gl *Gl) Uniform1fv(loc *UniformLocation, x []float32)
func (*Gl) Uniform1iv ¶
func (gl *Gl) Uniform1iv(loc *UniformLocation, x []int)
func (*Gl) Uniform2fv ¶
func (gl *Gl) Uniform2fv(loc *UniformLocation, x []float32)
func (*Gl) Uniform2iv ¶
func (gl *Gl) Uniform2iv(loc *UniformLocation, x []int)
func (*Gl) Uniform3fv ¶
func (gl *Gl) Uniform3fv(loc *UniformLocation, x []float32)
func (*Gl) Uniform3iv ¶
func (gl *Gl) Uniform3iv(loc *UniformLocation, x []int)
func (*Gl) Uniform4fv ¶
func (gl *Gl) Uniform4fv(loc *UniformLocation, x []float32)
func (*Gl) Uniform4iv ¶
func (gl *Gl) Uniform4iv(loc *UniformLocation, x []int)
func (*Gl) UniformMatrix2fv ¶
func (gl *Gl) UniformMatrix2fv(loc *UniformLocation, transpose bool, x []float32)
Mat2
func (*Gl) UniformMatrix3fv ¶
func (gl *Gl) UniformMatrix3fv(loc *UniformLocation, transpose bool, x []float32)
Mat3
func (*Gl) UniformMatrix4fv ¶
func (gl *Gl) UniformMatrix4fv(loc *UniformLocation, transpose bool, x []float32)
Mat4 TODO do this to all the other matrix types. Optimized for speed.
func (*Gl) UseProgram ¶
func (*Gl) VertexAttribPointer ¶
type UniformLocation ¶
Source Files ¶
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