class lime.graphics.GLRenderContext

Available on all platforms

Instance Fields

var BACK:Int

var BOOL:Int

var BYTE:Int

var CCW:Int

var CW:Int

var DECR:Int

var INCR:Int

var INT:Int

var KEEP:Int

var LESS:Int

var NONE:Int

var ONE:Int

var RGB:Int

var RGBA:Int

var ZERO:Int

function activeTexture(texture:Int):Void

function attachShader(program:GLProgram, shader:GLShader):Void

function bindAttribLocation(program:GLProgram, index:Int, name:String):Void

function bindBuffer(target:Int, buffer:GLBuffer):Void

function bindFramebuffer(target:Int, framebuffer:GLFramebuffer):Void

function bindRenderbuffer(target:Int, renderbuffer:GLRenderbuffer):Void

function bindTexture(target:Int, texture:GLTexture):Void

function blendColor(red:Float, green:Float, blue:Float, alpha:Float):Void

function blendEquation(mode:Int):Void

function blendEquationSeparate(modeRGB:Int, modeAlpha:Int):Void

function blendFunc(sfactor:Int, dfactor:Int):Void

function blendFuncSeparate(srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void

function bufferData(target:Int, size:Int, usage:Int):Void

function bufferData(target:Int, data:ArrayBuffer, usage:Int):Void

function bufferData(target:Int, data:ArrayBufferView, usage:Int):Void

Throws DOMException.

function bufferSubData(target:Int, offset:Int, data:ArrayBufferView):Void

function bufferSubData(target:Int, offset:Int, data:ArrayBuffer):Void

Throws DOMException.

function checkFramebufferStatus(target:Int):Int

function clear(mask:Int):Void

function clearColor(red:Float, green:Float, blue:Float, alpha:Float):Void

function clearDepth(depth:Float):Void

function clearStencil(s:Int):Void

function colorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void

function compileShader(shader:GLShader):Void

function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, data:ArrayBufferView):Void

function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, data:ArrayBufferView):Void

function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void

function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void

function createShader(type:Int):GLShader

function cullFace(mode:Int):Void

function deleteBuffer(buffer:GLBuffer):Void

function deleteFramebuffer(framebuffer:GLFramebuffer):Void

function deleteProgram(program:GLProgram):Void

function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void

function deleteShader(shader:GLShader):Void

function deleteTexture(texture:GLTexture):Void

function depthFunc(func:Int):Void

function depthMask(flag:Bool):Void

function depthRange(zNear:Float, zFar:Float):Void

function detachShader(program:GLProgram, shader:GLShader):Void

function disable(cap:Int):Void

function drawArrays(mode:Int, first:Int, count:Int):Void

function drawElements(mode:Int, count:Int, type:Int, offset:Int):Void

function enable(cap:Int):Void

function finish():Void

function flush():Void

function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void

function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void

function frontFace(mode:Int):Void

function generateMipmap(target:Int):Void

function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo

function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo

function getAttachedShaders(program:GLProgram):Array<GLShader>

function getAttachedShaders(program:GLProgram):Void

Throws DOMException.

function getAttribLocation(program:GLProgram, name:String):Int

function getBufferParameter(target:Int, pname:Int):Dynamic

function getBufferParameter():Void

function getError():Int

function getExtension(name:String):Dynamic

function getParameter(pname:Int):Dynamic

function getParameter():Void

function getShaderParameter(shader:GLShader, pname:Int):Dynamic

function getShaderParameter():Void

Throws DOMException.

function getShaderPrecisionFormat(shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat

function getTexParameter(target:Int, pname:Int):Dynamic

function getTexParameter():Void

function getUniform(program:GLProgram, location:GLUniformLocation):Dynamic

function getUniform():Void

function getVertexAttrib(index:Int, pname:Int):Dynamic

function getVertexAttrib():Void

function getVertexAttribOffset(index:Int, pname:Int):Int

function hint(target:Int, mode:Int):Void

function isBuffer(buffer:GLBuffer):Bool

function isContextLost():Bool

function isEnabled(cap:Int):Bool

function isFramebuffer(framebuffer:GLFramebuffer):Bool

function isProgram(program:GLProgram):Bool

function isRenderbuffer(renderbuffer:GLRenderbuffer):Bool

function isShader(shader:GLShader):Bool

function isTexture(texture:GLTexture):Bool

function lineWidth(width:Float):Void

function linkProgram(program:GLProgram):Void

function pixelStorei(pname:Int, param:Int):Void

function polygonOffset(factor:Float, units:Float):Void

function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void

function sampleCoverage(value:Float, invert:Bool):Void

function scissor(x:Int, y:Int, width:Int, height:Int):Void

function shaderSource(shader:GLShader, string:String):Void

function stencilFunc(func:Int, ref:Int, mask:Int):Void

function stencilFuncSeparate(face:Int, func:Int, ref:Int, mask:Int):Void

function stencilMask(mask:Int):Void

function stencilMaskSeparate(face:Int, mask:Int):Void

function stencilOp(fail:Int, zfail:Int, zpass:Int):Void

function stencilOpSeparate(face:Int, fail:Int, zfail:Int, zpass:Int):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, video:VideoElement):Void

function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, pixels:ImageData):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, image:ImageElement):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, canvas:CanvasElement):Void

Throws DOMException.

function texParameterf(target:Int, pname:Int, param:Float):Void

function texParameteri(target:Int, pname:Int, param:Int):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, video:VideoElement):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, pixels:ImageData):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, image:ImageElement):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, canvas:CanvasElement):Void

Throws DOMException.

function uniform1f(location:GLUniformLocation, x:Float):Void

function uniform1i(location:GLUniformLocation, x:Int):Void

function uniform2f(location:GLUniformLocation, x:Float, y:Float):Void

function uniform2i(location:GLUniformLocation, x:Int, y:Int):Void

function uniform3f(location:GLUniformLocation, x:Float, y:Float, z:Float):Void

function uniform3i(location:GLUniformLocation, x:Int, y:Int, z:Int):Void

function uniform4f(location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void

function uniform4i(location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void

function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, array:Float32Array):Void

function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, array:Float32Array):Void

function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, array:Float32Array):Void

function useProgram(program:GLProgram):Void

function validateProgram(program:GLProgram):Void

function vertexAttrib1f(indx:Int, x:Float):Void

function vertexAttrib1fv(indx:Int, values:Float32Array):Void

function vertexAttrib2f(indx:Int, x:Float, y:Float):Void

function vertexAttrib2fv(indx:Int, values:Float32Array):Void

function vertexAttrib3f(indx:Int, x:Float, y:Float, z:Float):Void

function vertexAttrib3fv(indx:Int, values:Float32Array):Void

function vertexAttrib4f(indx:Int, x:Float, y:Float, z:Float, w:Float):Void

function vertexAttrib4fv(indx:Int, values:Float32Array):Void

function vertexAttribPointer(indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void

function viewport(x:Int, y:Int, width:Int, height:Int):Void