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webgl: finish, flush, detachShader, generateMipmap, Uniform1i
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parent
d0f692b2c5
commit
3fd7634f54
14 changed files with 634 additions and 12 deletions
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@ -548,7 +548,7 @@ interface WebGLRenderingContextBase
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void depthFunc(GLenum func);
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void depthMask(GLboolean flag);
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void depthRange(GLclampf zNear, GLclampf zFar);
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//void detachShader(WebGLProgram? program, WebGLShader? shader);
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void detachShader(WebGLProgram? program, WebGLShader? shader);
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void disable(GLenum cap);
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//void disableVertexAttribArray(GLuint index);
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void drawArrays(GLenum mode, GLint first, GLsizei count);
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@ -556,8 +556,8 @@ interface WebGLRenderingContextBase
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void enable(GLenum cap);
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void enableVertexAttribArray(GLuint index);
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//void finish();
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//void flush();
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void finish();
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void flush();
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//void framebufferRenderbuffer(GLenum target, GLenum attachment,
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// GLenum renderbuffertarget,
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// WebGLRenderbuffer? renderbuffer);
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@ -565,7 +565,7 @@ interface WebGLRenderingContextBase
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// WebGLTexture? texture, GLint level);
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void frontFace(GLenum mode);
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//void generateMipmap(GLenum target);
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void generateMipmap(GLenum target);
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//WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
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//WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
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@ -647,7 +647,7 @@ interface WebGLRenderingContextBase
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
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void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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//void uniform1i(WebGLUniformLocation? location, GLint x);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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//void uniform1iv(WebGLUniformLocation? location, Int32Array v);
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//void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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//void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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@ -717,4 +717,3 @@ interface WebGLRenderingContext
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{
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};
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WebGLRenderingContext implements WebGLRenderingContextBase;
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