Baseline Widely available *
Note: This feature is available in Web Workers.
The WebGL2RenderingContext interface provides the OpenGL ES 3.0 rendering context for the drawing surface of an HTML <canvas>
element.
To get an object of this interface, call getContext()
on a <canvas>
element, supplying "webgl2" as the argument:
const canvas = document.getElementById("myCanvas");
const gl = canvas.getContext("webgl2");
Note: 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.
The WebGL tutorial has more information, examples, and resources on how to get started with WebGL.
ConstantsSee the WebGL constants page.
State informationWebGL2RenderingContext.getIndexedParameter()
Returns the indexed value for the given target
.
WebGL2RenderingContext.bufferData()
Initializes and creates the buffer object's data store.
WebGL2RenderingContext.bufferSubData()
Updates a subset of a buffer object's data store.
WebGL2RenderingContext.copyBufferSubData()
Copies part of the data of a buffer to another buffer.
WebGL2RenderingContext.getBufferSubData()
Reads data from a buffer and writes them to an ArrayBuffer
or SharedArrayBuffer
.
WebGL2RenderingContext.blitFramebuffer()
Transfers a block of pixels from the read framebuffer to the draw framebuffer.
WebGL2RenderingContext.framebufferTextureLayer()
Attaches a single layer of a texture to a framebuffer.
WebGL2RenderingContext.invalidateFramebuffer()
Invalidates the contents of attachments in a framebuffer.
WebGL2RenderingContext.invalidateSubFramebuffer()
Invalidates portions of the contents of attachments in a framebuffer
WebGL2RenderingContext.readBuffer()
Selects a color buffer as the source for pixels.
WebGL2RenderingContext.getInternalformatParameter()
Returns information about implementation-dependent support for internal formats.
WebGL2RenderingContext.renderbufferStorageMultisample()
Creates and initializes a renderbuffer object's data store and allows specifying the number of samples to be used.
WebGL2RenderingContext.texStorage2D()
Specifies all levels of two-dimensional texture storage.
WebGL2RenderingContext.texStorage3D()
Specifies all levels of a three-dimensional texture or two-dimensional array texture.
WebGL2RenderingContext.texImage3D()
Specifies a three-dimensional texture image.
WebGL2RenderingContext.texSubImage3D()
Specifies a sub-rectangle of the current 3D texture.
WebGL2RenderingContext.copyTexSubImage3D()
Copies pixels from the current WebGLFramebuffer
into an existing 3D texture sub-image.
WebGL2RenderingContext.compressedTexImage3D
Specifies a three-dimensional texture image in a compressed format.
WebGL2RenderingContext.compressedTexSubImage3D()
Specifies a three-dimensional sub-rectangle for a texture image in a compressed format.
WebGL2RenderingContext.getFragDataLocation()
Returns the binding of color numbers to user-defined varying out variables.
WebGL2RenderingContext.uniform[1234][uif][v]()
Methods specifying values of uniform variables.
WebGL2RenderingContext.uniformMatrix[234]x[234]fv()
Methods specifying matrix values for uniform variables.
WebGL2RenderingContext.vertexAttribI4[u]i[v]()
Methods specifying integer values for generic vertex attributes.
WebGL2RenderingContext.vertexAttribIPointer()
Specifies integer data formats and locations of vertex attributes in a vertex attributes array.
WebGL2RenderingContext.drawingBufferColorSpace
Specifies the color space of the WebGL drawing buffer.
WebGL2RenderingContext.unpackColorSpace
Specifies the color space to convert to when importing textures.
WebGL2RenderingContext.vertexAttribDivisor()
Modifies the rate at which generic vertex attributes advance when rendering multiple instances of primitives with gl.drawArraysInstanced()
and gl.drawElementsInstanced()
.
WebGL2RenderingContext.drawArraysInstanced()
Renders primitives from array data. In addition, it can execute multiple instances of the range of elements.
WebGL2RenderingContext.drawElementsInstanced()
Renders primitives from array data. In addition, it can execute multiple instances of a set of elements.
WebGL2RenderingContext.drawRangeElements()
Renders primitives from array data in a given range.
WebGL2RenderingContext.drawBuffers()
Specifies a list of color buffers to be drawn into.
WebGL2RenderingContext.clearBuffer[fiuv]()
Clears buffers from the currently bound framebuffer.
WebGL2RenderingContext.fenceSync()
Creates a new WebGLSync
object and inserts it into the GL command stream.
WebGL2RenderingContext.isSync()
Returns true
if the passed object is a valid WebGLSync
object.
WebGL2RenderingContext.deleteSync()
Deletes a given WebGLSync
object.
WebGL2RenderingContext.clientWaitSync()
Blocks and waits for a WebGLSync
object to become signaled or a given timeout to be passed.
WebGL2RenderingContext.waitSync()
Returns immediately, but waits on the GL server until the given WebGLSync
object is signaled.
WebGL2RenderingContext.getSyncParameter()
Returns parameter information of a WebGLSync
object.
WebGL2RenderingContext.bindBufferBase()
Binds a given WebGLBuffer
to a given binding point (target
) at a given index
.
WebGL2RenderingContext.bindBufferRange()
Binds a range of a given WebGLBuffer
to a given binding point (target
) at a given index
.
WebGL2RenderingContext.getUniformIndices()
Retrieves the indices of a number of uniforms within a WebGLProgram
.
WebGL2RenderingContext.getActiveUniforms()
Retrieves information about active uniforms within a WebGLProgram
.
WebGL2RenderingContext.getUniformBlockIndex()
Retrieves the index of a uniform block within a WebGLProgram
.
WebGL2RenderingContext.getActiveUniformBlockParameter()
Retrieves information about an active uniform block within a WebGLProgram
.
WebGL2RenderingContext.getActiveUniformBlockName()
Retrieves the name of the active uniform block at a given index within a WebGLProgram
.
WebGL2RenderingContext.uniformBlockBinding()
Assigns binding points for active uniform blocks.
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