rhodonite
    Preparing search index...

    Type Alias WebGLStates

    type WebGLStates = {
        activeTexture: number;
        arrayBufferBinding: WebGLBuffer | null;
        blend: boolean;
        blendColor: [number, number, number, number];
        blendDstAlpha: number;
        blendDstRgb: number;
        blendEquationAlpha: number;
        blendEquationRgb: number;
        blendSrcAlpha: number;
        blendSrcRgb: number;
        colorClearValue: [number, number, number, number];
        colorWriteMask: [boolean, boolean, boolean, boolean];
        copyReadBufferBinding: WebGLBuffer | null;
        copyWriteBufferBinding: WebGLBuffer | null;
        cullFace: boolean;
        cullFaceMode: number;
        currentProgram: WebGLProgram | null;
        depthClearValue: number;
        depthFunc: number;
        depthRange: [number, number];
        depthTest: boolean;
        depthWriteMask: boolean;
        dither: boolean;
        drawFramebufferBinding: WebGLFramebuffer | null;
        elementArrayBufferBinding: WebGLBuffer | null;
        frontFace: number;
        lineWidth: number;
        pixelPackBufferBinding: WebGLBuffer | null;
        pixelUnpackBufferBinding: WebGLBuffer | null;
        polygonOffsetFactor: number;
        polygonOffsetFill: boolean;
        polygonOffsetUnits: number;
        rasterizerDiscard: boolean;
        readFramebufferBinding: WebGLFramebuffer | null;
        renderbufferBinding: WebGLRenderbuffer | null;
        sampleAlphaToCoverage: boolean;
        sampleCoverage: boolean;
        sampleCoverageInvert: boolean;
        sampleCoverageValue: number;
        scissorBox: [number, number, number, number];
        scissorTest: boolean;
        stencilBackFail: number;
        stencilBackFunc: number;
        stencilBackPassDepthFail: number;
        stencilBackPassDepthPass: number;
        stencilBackRef: number;
        stencilBackValueMask: number;
        stencilBackWriteMask: number;
        stencilClearValue: number;
        stencilFail: number;
        stencilFunc: number;
        stencilPassDepthFail: number;
        stencilPassDepthPass: number;
        stencilRef: number;
        stencilTest: boolean;
        stencilValueMask: number;
        stencilWriteMask: number;
        textureBindings: {
            sampler: WebGLSampler | null;
            texture2D: WebGLTexture | null;
            texture2DArray: WebGLTexture | null;
            texture3D: WebGLTexture | null;
            textureCubeMap: WebGLTexture | null;
        }[];
        transformFeedbackBinding: WebGLTransformFeedback
        | null;
        uniformBufferBinding: WebGLBuffer | null;
        vertexArrayBinding: WebGLVertexArrayObject | null;
        viewport: [number, number, number, number];
    }
    Index

    Properties

    activeTexture: number
    arrayBufferBinding: WebGLBuffer | null
    blend: boolean
    blendColor: [number, number, number, number]
    blendDstAlpha: number
    blendDstRgb: number
    blendEquationAlpha: number
    blendEquationRgb: number
    blendSrcAlpha: number
    blendSrcRgb: number
    colorClearValue: [number, number, number, number]
    colorWriteMask: [boolean, boolean, boolean, boolean]
    copyReadBufferBinding: WebGLBuffer | null
    copyWriteBufferBinding: WebGLBuffer | null
    cullFace: boolean
    cullFaceMode: number
    currentProgram: WebGLProgram | null
    depthClearValue: number
    depthFunc: number
    depthRange: [number, number]
    depthTest: boolean
    depthWriteMask: boolean
    dither: boolean
    drawFramebufferBinding: WebGLFramebuffer | null
    elementArrayBufferBinding: WebGLBuffer | null
    frontFace: number
    lineWidth: number
    pixelPackBufferBinding: WebGLBuffer | null
    pixelUnpackBufferBinding: WebGLBuffer | null
    polygonOffsetFactor: number
    polygonOffsetFill: boolean
    polygonOffsetUnits: number
    rasterizerDiscard: boolean
    readFramebufferBinding: WebGLFramebuffer | null
    renderbufferBinding: WebGLRenderbuffer | null
    sampleAlphaToCoverage: boolean
    sampleCoverage: boolean
    sampleCoverageInvert: boolean
    sampleCoverageValue: number
    scissorBox: [number, number, number, number]
    scissorTest: boolean
    stencilBackFail: number
    stencilBackFunc: number
    stencilBackPassDepthFail: number
    stencilBackPassDepthPass: number
    stencilBackRef: number
    stencilBackValueMask: number
    stencilBackWriteMask: number
    stencilClearValue: number
    stencilFail: number
    stencilFunc: number
    stencilPassDepthFail: number
    stencilPassDepthPass: number
    stencilRef: number
    stencilTest: boolean
    stencilValueMask: number
    stencilWriteMask: number
    textureBindings: {
        sampler: WebGLSampler | null;
        texture2D: WebGLTexture | null;
        texture2DArray: WebGLTexture | null;
        texture3D: WebGLTexture | null;
        textureCubeMap: WebGLTexture | null;
    }[]
    transformFeedbackBinding: WebGLTransformFeedback | null
    uniformBufferBinding: WebGLBuffer | null
    vertexArrayBinding: WebGLVertexArrayObject | null
    viewport: [number, number, number, number]