# RenderingContext2 class

Annotations
  - @Native("WebGL2RenderingContext")

## Properties

canvas → Canvas
  final
drawingBufferHeight → int
  final
drawingBufferWidth → int
  final
hashCode → int
  The hash code for this object. [...]
  read-only, inherited
runtimeType → Type
  A representation of the runtime type of the object.
  read-only, inherited

## Methods

activeTexture(int texture) → void
attachShader(Program program, Shader shader) → void
beginQuery(int target, Query query) → void
beginTransformFeedback(int primitiveMode) → void
bindAttribLocation(Program program, int index, String name) → void
bindBuffer(int target, Buffer buffer) → void
bindBufferBase(int target, int index, Buffer buffer) → void
bindBufferRange(int target, int index, Buffer buffer, int offset, int size) → void
bindFramebuffer(int target, Framebuffer framebuffer) → void
bindRenderbuffer(int target, Renderbuffer renderbuffer) → void
bindSampler(int unit, Sampler sampler) → void
bindTexture(int target, Texture texture) → void
bindTransformFeedback(int target, TransformFeedback feedback) → void
bindVertexArray(VertexArrayObject vertexArray) → void
blendColor(num red, num green, num blue, num alpha) → void
blendEquation(int mode) → void
blendEquationSeparate(int modeRGB, int modeAlpha) → void
blendFunc(int sfactor, int dfactor) → void
blendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
bufferData(int target, dynamic data_OR_size, int usage) → void
bufferData2(int target, TypedData srcData, int usage, int srcOffset, [ int length ]) → void
  @JSName('bufferData')
bufferSubData(int target, int offset, dynamic data) → void
bufferSubData2(int target, int dstByteOffset, TypedData srcData, int srcOffset, [ int length ]) → void
  @JSName('bufferSubData')
checkFramebufferStatus(int target) → int
clear(int mask) → void
clearBufferfi(int buffer, int drawbuffer, num depth, int stencil) → void
clearBufferfv(int buffer, int drawbuffer, dynamic value, [ int srcOffset ]) → void
clearBufferiv(int buffer, int drawbuffer, dynamic value, [ int srcOffset ]) → void
clearBufferuiv(int buffer, int drawbuffer, dynamic value, [ int srcOffset ]) → void
clearColor(num red, num green, num blue, num alpha) → void
clearDepth(num depth) → void
clearStencil(int s) → void
clientWaitSync(Sync sync, int flags, int timeout) → int
colorMask(bool red, bool green, bool blue, bool alpha) → void
commit() → Future
compileShader(Shader shader) → void
compressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, TypedData data) → void
compressedTexImage2D2(int target, int level, int internalformat, int width, int height, int border, TypedData data, int srcOffset, [ int srcLengthOverride ]) → void
  @JSName('compressedTexImage2D')
compressedTexImage2D3(int target, int level, int internalformat, int width, int height, int border, int imageSize, int offset) → void
  @JSName('compressedTexImage2D')
compressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, TypedData data, [ int srcOffset, int srcLengthOverride ]) → void
compressedTexImage3D2(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, int offset) → void
  @JSName('compressedTexImage3D')
compressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data) → void
compressedTexSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, TypedData data, int srcOffset, [ int srcLengthOverride ]) → void
  @JSName('compressedTexSubImage2D')
compressedTexSubImage2D3(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, int offset) → void
  @JSName('compressedTexSubImage2D')
compressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, TypedData data, [ int srcOffset, int srcLengthOverride ]) → void
compressedTexSubImage3D2(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, int offset) → void
  @JSName('compressedTexSubImage3D')
copyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size) → void
copyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → void
copyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
copyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) → void
createBuffer() → Buffer
createFramebuffer() → Framebuffer
createProgram() → Program
createQuery() → Query
createRenderbuffer() → Renderbuffer
createSampler() → Sampler
createShader(int type) → Shader
createTexture() → Texture
createTransformFeedback() → TransformFeedback
createVertexArray() → VertexArrayObject
cullFace(int mode) → void
deleteBuffer(Buffer buffer) → void
deleteFramebuffer(Framebuffer framebuffer) → void
deleteProgram(Program program) → void
deleteQuery(Query query) → void
deleteRenderbuffer(Renderbuffer renderbuffer) → void
deleteSampler(Sampler sampler) → void
deleteShader(Shader shader) → void
deleteSync(Sync sync) → void
deleteTexture(Texture texture) → void
deleteTransformFeedback(TransformFeedback feedback) → void
deleteVertexArray(VertexArrayObject vertexArray) → void
depthFunc(int func) → void
depthMask(bool flag) → void
depthRange(num zNear, num zFar) → void
detachShader(Program program, Shader shader) → void
disable(int cap) → void
disableVertexAttribArray(int index) → void
drawArrays(int mode, int first, int count) → void
drawArraysInstanced(int mode, int first, int count, int instanceCount) → void
drawBuffers(List<int> buffers) → void
drawElements(int mode, int count, int type, int offset) → void
drawElementsInstanced(int mode, int count, int type, int offset, int instanceCount) → void
drawRangeElements(int mode, int start, int end, int count, int type, int offset) → void
enable(int cap) → void
enableVertexAttribArray(int index) → void
endQuery(int target) → void
endTransformFeedback() → void
fenceSync(int condition, int flags) → Sync
finish() → void
flush() → void
framebufferRenderbuffer(int target, int attachment, int renderbuffertarget, Renderbuffer renderbuffer) → void
framebufferTexture2D(int target, int attachment, int textarget, Texture texture, int level) → void
framebufferTextureLayer(int target, int attachment, Texture texture, int level, int layer) → void
frontFace(int mode) → void
generateMipmap(int target) → void
getActiveAttrib(Program program, int index) → ActiveInfo
getActiveUniform(Program program, int index) → ActiveInfo
getActiveUniformBlockName(Program program, int uniformBlockIndex) → String
getActiveUniformBlockParameter(Program program, int uniformBlockIndex, int pname) → Object
getActiveUniforms(Program program, List<int> uniformIndices, int pname) → Object
getAttachedShaders(Program program) → List<Shader>
getAttribLocation(Program program, String name) → int
getBufferParameter(int target, int pname) → Object
getBufferSubData(int target, int srcByteOffset, TypedData dstData, [ int dstOffset, int length ]) → void
getContextAttributes() → Map
getError() → int
getExtension(String name) → Object
getFragDataLocation(Program program, String name) → int
getFramebufferAttachmentParameter(int target, int attachment, int pname) → Object
getIndexedParameter(int target, int index) → Object
getInternalformatParameter(int target, int internalformat, int pname) → Object
getParameter(int pname) → Object
getProgramInfoLog(Program program) → String
getProgramParameter(Program program, int pname) → Object
getQuery(int target, int pname) → Object
getQueryParameter(Query query, int pname) → Object
getRenderbufferParameter(int target, int pname) → Object
getSamplerParameter(Sampler sampler, int pname) → Object
getShaderInfoLog(Shader shader) → String
getShaderParameter(Shader shader, int pname) → Object
getShaderPrecisionFormat(int shadertype, int precisiontype) → ShaderPrecisionFormat
getShaderSource(Shader shader) → String
getSupportedExtensions() → List<String>
getSyncParameter(Sync sync, int pname) → Object
getTexParameter(int target, int pname) → Object
getTransformFeedbackVarying(Program program, int index) → ActiveInfo
getUniform(Program program, UniformLocation location) → Object
getUniformBlockIndex(Program program, String uniformBlockName) → int
getUniformIndices(Program program, List<String> uniformNames) → List<int>
getUniformLocation(Program program, String name) → UniformLocation
getVertexAttrib(int index, int pname) → Object
getVertexAttribOffset(int index, int pname) → int
hint(int target, int mode) → void
invalidateFramebuffer(int target, List<int> attachments) → void
invalidateSubFramebuffer(int target, List<int> attachments, int x, int y, int width, int height) → void
isBuffer(Buffer buffer) → bool
isContextLost() → bool
isEnabled(int cap) → bool
isFramebuffer(Framebuffer framebuffer) → bool
isProgram(Program program) → bool
isQuery(Query query) → bool
isRenderbuffer(Renderbuffer renderbuffer) → bool
isSampler(Sampler sampler) → bool
isShader(Shader shader) → bool
isSync(Sync sync) → bool
isTexture(Texture texture) → bool
isTransformFeedback(TransformFeedback feedback) → bool
isVertexArray(VertexArrayObject vertexArray) → bool
lineWidth(num width) → void
linkProgram(Program program) → void
pauseTransformFeedback() → void
pixelStorei(int pname, int param) → void
polygonOffset(num factor, num units) → void
readBuffer(int mode) → void
readPixels(int x, int y, int width, int height, int format, int type, TypedData pixels) → void
readPixels2(int x, int y, int width, int height, int format, int type, dynamic dstData_OR_offset, [ int offset ]) → void
  @JSName('readPixels')
renderbufferStorage(int target, int internalformat, int width, int height) → void
renderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height) → void
resumeTransformFeedback() → void
sampleCoverage(num value, bool invert) → void
samplerParameterf(Sampler sampler, int pname, num param) → void
samplerParameteri(Sampler sampler, int pname, int param) → void
scissor(int x, int y, int width, int height) → void
shaderSource(Shader shader, String string) → void
stencilFunc(int func, int ref, int mask) → void
stencilFuncSeparate(int face, int func, int ref, int mask) → void
stencilMask(int mask) → void
stencilMaskSeparate(int face, int mask) → void
stencilOp(int fail, int zfail, int zpass) → void
stencilOpSeparate(int face, int fail, int zfail, int zpass) → void
texImage2D(int target, int level, int internalformat, int format_OR_width, int height_OR_type, dynamic bitmap_OR_border_OR_canvas_OR_image_OR_pixels_OR_video, [ int format, int type, TypedData pixels ]) → void
texImage2D2(int target, int level, int internalformat, int width, int height, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [ int srcOffset ]) → void
texImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [ int srcOffset ]) → void
texParameterf(int target, int pname, num param) → void
texParameteri(int target, int pname, int param) → void
texStorage2D(int target, int levels, int internalformat, int width, int height) → void
texStorage3D(int target, int levels, int internalformat, int width, int height, int depth) → void
texSubImage2D(int target, int level, int xoffset, int yoffset, int format_OR_width, int height_OR_type, dynamic bitmap_OR_canvas_OR_format_OR_image_OR_pixels_OR_video, [ int type, TypedData pixels ]) → void
texSubImage2D2(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_srcData_OR_video, [ int srcOffset ]) → void
texSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, dynamic bitmap_OR_canvas_OR_data_OR_image_OR_offset_OR_pixels_OR_video, [ int srcOffset ]) → void
transformFeedbackVaryings(Program program, List<String> varyings, int bufferMode) → void
uniform1f(UniformLocation location, num x) → void
uniform1fv(UniformLocation location, dynamic v) → void
uniform1fv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform1fv')
uniform1i(UniformLocation location, int x) → void
uniform1iv(UniformLocation location, dynamic v) → void
uniform1iv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform1iv')
uniform1ui(UniformLocation location, int v0) → void
uniform1uiv(UniformLocation location, dynamic v, [ int srcOffset, int srcLength ]) → void
uniform2f(UniformLocation location, num x, num y) → void
uniform2fv(UniformLocation location, dynamic v) → void
uniform2fv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform2fv')
uniform2i(UniformLocation location, int x, int y) → void
uniform2iv(UniformLocation location, dynamic v) → void
uniform2iv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform2iv')
uniform2ui(UniformLocation location, int v0, int v1) → void
uniform2uiv(UniformLocation location, dynamic v, [ int srcOffset, int srcLength ]) → void
uniform3f(UniformLocation location, num x, num y, num z) → void
uniform3fv(UniformLocation location, dynamic v) → void
uniform3fv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform3fv')
uniform3i(UniformLocation location, int x, int y, int z) → void
uniform3iv(UniformLocation location, dynamic v) → void
uniform3iv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform3iv')
uniform3ui(UniformLocation location, int v0, int v1, int v2) → void
uniform3uiv(UniformLocation location, dynamic v, [ int srcOffset, int srcLength ]) → void
uniform4f(UniformLocation location, num x, num y, num z, num w) → void
uniform4fv(UniformLocation location, dynamic v) → void
uniform4fv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform4fv')
uniform4i(UniformLocation location, int x, int y, int z, int w) → void
uniform4iv(UniformLocation location, dynamic v) → void
uniform4iv2(UniformLocation location, dynamic v, int srcOffset, [ int srcLength ]) → void
  @JSName('uniform4iv')
uniform4ui(UniformLocation location, int v0, int v1, int v2, int v3) → void
uniform4uiv(UniformLocation location, dynamic v, [ int srcOffset, int srcLength ]) → void
uniformBlockBinding(Program program, int uniformBlockIndex, int uniformBlockBinding) → void
uniformMatrix2fv(UniformLocation location, bool transpose, dynamic array) → void
uniformMatrix2fv2(UniformLocation location, bool transpose, dynamic array, int srcOffset, [ int srcLength ]) → void
  @JSName('uniformMatrix2fv')
uniformMatrix2x3fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
uniformMatrix2x4fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
uniformMatrix3fv(UniformLocation location, bool transpose, dynamic array) → void
uniformMatrix3fv2(UniformLocation location, bool transpose, dynamic array, int srcOffset, [ int srcLength ]) → void
  @JSName('uniformMatrix3fv')
uniformMatrix3x2fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
uniformMatrix3x4fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
uniformMatrix4fv(UniformLocation location, bool transpose, dynamic array) → void
uniformMatrix4fv2(UniformLocation location, bool transpose, dynamic array, int srcOffset, [ int srcLength ]) → void
  @JSName('uniformMatrix4fv')
uniformMatrix4x2fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
uniformMatrix4x3fv(UniformLocation location, bool transpose, dynamic value, [ int srcOffset, int srcLength ]) → void
useProgram(Program program) → void
validateProgram(Program program) → void
vertexAttrib1f(int indx, num x) → void
vertexAttrib1fv(int indx, dynamic values) → void
vertexAttrib2f(int indx, num x, num y) → void
vertexAttrib2fv(int indx, dynamic values) → void
vertexAttrib3f(int indx, num x, num y, num z) → void
vertexAttrib3fv(int indx, dynamic values) → void
vertexAttrib4f(int indx, num x, num y, num z, num w) → void
vertexAttrib4fv(int indx, dynamic values) → void
vertexAttribDivisor(int index, int divisor) → void
vertexAttribI4i(int index, int x, int y, int z, int w) → void
vertexAttribI4iv(int index, dynamic v) → void
vertexAttribI4ui(int index, int x, int y, int z, int w) → void
vertexAttribI4uiv(int index, dynamic v) → void
vertexAttribIPointer(int index, int size, int type, int stride, int offset) → void
vertexAttribPointer(int indx, int size, int type, bool normalized, int stride, int offset) → void
viewport(int x, int y, int width, int height) → void
waitSync(Sync sync, int flags, int timeout) → void
noSuchMethod(Invocation invocation) → dynamic
  Invoked when a non-existent method or property is accessed. [...]
  inherited
toString() → String
  Returns a string representation of this object.
  inherited

## Operators

operator ==(dynamic other) → bool
  The equality operator. [...]
  inherited