Module webgl

Types

Canvas = ref CanvasObj
  Source Edit
ArrayBufferView = ref ArrayBufferViewObj
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Int8Array = ref Int8ArrayObj
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Uint8Array = ref Uint8ArrayObj
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Uint8ClampedArray = ref Uint8ClampedArrayObj
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Int16Array = ref Int16ArrayObj
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Int32Array = ref Int32ArrayObj
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Uint16Array = ref Uint16ArrayObj
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Float32Array = ref Float32ArrayObj
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Float64Array = ref Float64ArrayObj
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DataView = ref DataViewObj
  Source Edit
WebGLActiveInfoObj = object
  name*: cstring
  `type`*: uint
  size*: int
  Source Edit
WebGLActiveInfo = ref WebGLActiveInfoObj
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WebGLUniformLocation = ref WebGLUniformLocationObj
  Source Edit
WebGLShaderPrecisionFormat = ref WebGLShaderPrecisionFormatObj
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WebGLContextAttributes = ref WebGLContextAttributesObj
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WebGLBuffer = ref WebGLBufferObj
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WebGLTexture = ref WebGLTextureObj
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WebGLProgram = ref WebGLProgramObj
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WebGLShader = ref WebGLShaderObj
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WebGLRenderbuffer = ref WebGLRenderbufferObj
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WebGLFramebuffer = ref WebGLFramebufferObj
  Source Edit
WebGLRenderingContext = ref WebGLRenderingContextObj
  Source Edit

Procs

proc commit(gl: WebGLRenderingContext)
Pushes frames back to the original HTMLCanvasElement, if the context is not directly fixed to a specific canvas.   Source Edit
proc getContextAttributes(gl: WebGLRenderingContext): WebGLContextAttributes
Returns a WebGLContextAttributes object that contains the actual context parameters. Might return null, if the context is lost.   Source Edit
proc isContextLost(gl: WebGLRenderingContext): bool
Returns true if the context is lost, otherwise returns false.   Source Edit
proc scissor(gl: WebGLRenderingContext; x, y, width, height: int)
Defines the scissor box.   Source Edit
proc viewport(gl: WebGLRenderingContext; x, y, width, height: int)
Sets the viewport.   Source Edit
proc blendColor(gl: WebGLRenderingContext; red, green, blue, alpha: float32)
Sets the source and destination blending factors.   Source Edit
proc blendEquation(gl: WebGLRenderingContext; mode: uint)
Sets both the RGB blend equation and alpha blend equation to a single equation.   Source Edit
proc blendEquationSeparate(gl: WebGLRenderingContext; modeRGB, modeAlpha: uint)
Sets the RGB blend equation and alpha blend equation separately.   Source Edit
proc blendFunc(gl: WebGLRenderingContext; sfactor, dfactor: uint)
Defines which function is used for blending pixel arithmetic.   Source Edit
proc blendFuncSeparate(gl: WebGLRenderingContext;
                      srcRGB, dstRGB, srcAlpha, dstAlpha: uint)
Defines which function is used for blending pixel arithmetic for RGB and alpha components separately.   Source Edit
proc clearColor(gl: WebGLRenderingContext; red, green, blue, alpha: float32)
Specifies the color values used when clearing color buffers.   Source Edit
proc clearDepth(gl: WebGLRenderingContext; depth: float32)
Specifies the depth value used when clearing the depth buffer.   Source Edit
proc clearStencil(gl: WebGLRenderingContext; s: int)
Specifies the stencil value used when clearing the stencil buffer.   Source Edit
proc colorMask(gl: WebGLRenderingContext; red, green, blue, alpha: bool)
Sets which color components to enable or to disable when drawing or rendering to a WebGLFramebuffer.   Source Edit
proc cullFace(gl: WebGLRenderingContext; mode: uint)
Specifies whether or not front- and/or back-facing polygons can be culled.   Source Edit
proc depthFunc(gl: WebGLRenderingContext; fun: uint)
Specifies a function that compares incoming pixel depth to the current depth buffer value.   Source Edit
proc depthMask(gl: WebGLRenderingContext; flag: bool)
Sets whether writing into the depth buffer is enabled or disabled.   Source Edit
proc depthRange(gl: WebGLRenderingContext; zNear, zFar: float)
Specifies the depth range mapping from normalized device coordinates to window or viewport coordinates.   Source Edit
proc disable(gl: WebGLRenderingContext; cap: uint)
Disables specific WebGL capabilities for this context.   Source Edit
proc enable(gl: WebGLRenderingContext; cap: uint)
Enables specific WebGL capabilities for this context.   Source Edit
proc frontFace(gl: WebGLRenderingContext; mode: uint)
Specifies whether polygons are front- or back-facing by setting a winding orientation.   Source Edit
proc getError(gl: WebGLRenderingContext): uint
Returns error information.   Source Edit
proc hint(gl: WebGLRenderingContext; target, mode: uint)
Specifies hints for certain behaviors. The interpretation of these hints depend on the implementation.   Source Edit
proc isEnabled(gl: WebGLRenderingContext; cap: uint): bool
Tests whether a specific WebGL capability is enabled or not for this context.   Source Edit
proc lineWidth(gl: WebGLRenderingContext; width: float32)
Sets the line width of rasterized lines.   Source Edit
proc pixelStorei(gl: WebGLRenderingContext; pname: uint; param: int)
Specifies the pixel storage modes   Source Edit
proc polygonOffset(gl: WebGLRenderingContext; factor, units: float32)
Specifies the scale factors and units to calculate depth values.   Source Edit
proc sampleCoverage(gl: WebGLRenderingContext; value: float32; invert: bool)
Specifies multi-sample coverage parameters for anti-aliasing effects.   Source Edit
proc stencilFunc(gl: WebGLRenderingContext; fun: uint; rf: int; mask: uint)
Sets the both front and back function and reference value for stencil testing.   Source Edit
proc stencilFuncSeparate(gl: WebGLRenderingContext; face, fun: uint; rf: int; mask: uint)
Sets the front and/or back function and reference value for stencil testing.   Source Edit
proc stencilMask(gl: WebGLRenderingContext; mask: uint)
Controls enabling and disabling of both the front and back writing of individual bits in the stencil planes.   Source Edit
proc stencilMaskSeparate(gl: WebGLRenderingContext; face: uint; mask: uint)
Controls enabling and disabling of front and/or back writing of individual bits in the stencil planes.   Source Edit
proc stencilOp(gl: WebGLRenderingContext; fail, zfail, zpass: uint)
Sets both the front and back-facing stencil test actions.   Source Edit
proc stencilOpSeparate(gl: WebGLRenderingContext; face, fail, zfail, zpass: uint)
Sets the front and/or back-facing stencil test actions.   Source Edit
proc bindBuffer(gl: WebGLRenderingContext; target: uint | BufferEnum;
               buffer: WebGLBuffer)
Binds a WebGLBuffer object to a given target.   Source Edit
proc createBuffer(gl: WebGLRenderingContext): WebGLBuffer
Creates a WebGLBuffer object.   Source Edit
proc deleteBuffer(gl: WebGLRenderingContext; buffer: WebGLBuffer)
Deletes a WebGLBuffer object.   Source Edit
proc isBuffer(gl: WebGLRenderingContext; buffer: WebGLBuffer): bool
Returns a Boolean indicating if the passed buffer is valid.   Source Edit
proc bindFramebuffer(gl: WebGLRenderingContext; target: uint;
                    framebuffer: WebGLFramebuffer)
Binds a WebGLFrameBuffer object to a given target.   Source Edit
proc checkFramebufferStatus(gl: WebGLRenderingContext; target: uint): uint
Returns the status of the framebuffer.   Source Edit
proc createFramebuffer(gl: WebGLRenderingContext): WebGLFramebuffer
Creates a WebGLFrameBuffer object.   Source Edit
proc deleteFramebuffer(gl: WebGLRenderingContext; framebuffer: WebGLFramebuffer)
Deletes a WebGLFrameBuffer object.   Source Edit
proc framebufferRenderbuffer(gl: WebGLRenderingContext;
                            target, attachment, renderbuffertarget: uint;
                            renderbuffer: WebGLRenderbuffer)
Attaches a WebGLRenderingBuffer object to a WebGLFrameBuffer object.   Source Edit
proc framebufferTexture2D(gl: WebGLRenderingContext;
                         target, attachment, textarget: uint; texture: WebGLTexture;
                         level: int)
Attaches a textures image to a WebGLFrameBuffer object.   Source Edit
proc isFramebuffer(gl: WebGLRenderingContext; framebuffer: WebGLFramebuffer): bool
Returns a Boolean indicating if the passed WebGLFrameBuffer object is valid.   Source Edit
proc readPixels(gl: WebGLRenderingContext; x, y: int; width, height: int;
               format, typ: uint; pixels: ArrayBufferView)
Reads a block of pixels from the WebGLFrameBuffer.   Source Edit
proc bindRenderbuffer(gl: WebGLRenderingContext; target: uint;
                     renderbuffer: WebGLRenderbuffer)
Binds a WebGLRenderBuffer object to a given target.   Source Edit
proc createRenderbuffer(gl: WebGLRenderingContext): WebGLRenderbuffer
Creates a WebGLRenderBuffer object.   Source Edit
proc deleteRenderbuffer(gl: WebGLRenderingContext; renderbuffer: WebGLRenderbuffer)
Deletes a WebGLRenderBuffer object.   Source Edit
proc isRenderbuffer(gl: WebGLRenderingContext; renderbuffer: WebGLRenderbuffer): bool
Returns a Boolean indicating if the passed WebGLRenderingBuffer is valid.   Source Edit
proc renderbufferStorage(gl: WebGLRenderingContext; target, internalFormat: uint;
                        width, height: int)
Creates a renderbuffer data store.   Source Edit
proc bindTexture(gl: WebGLRenderingContext; target: uint; texture: WebGLTexture)
Binds a WebGLTexture object to a given target.   Source Edit
proc compressedTexImage2D(gl: WebGLRenderingContext; target: uint; level: int;
                         internalformat: uint; width, height: int; border: int;
                         pixels: ArrayBufferView)
Specifies a 2D texture image in a compressed format.   Source Edit
proc compressedTexSubImage2D(gl: WebGLRenderingContext; target: uint;
                            level, xoffset, yoffset: int; width, height: int;
                            format: int; pixels: ArrayBufferView)
Specifies a 2D texture sub-image in a compressed format.   Source Edit
proc copyTexImage2D(gl: WebGLRenderingContext; target: uint;
                   level, internalformat, x, y: int; width, height: int; border: int)
Copies a 2D texture image.   Source Edit
proc copyTexSubImage2D(gl: WebGLRenderingContext; target: uint;
                      level, xoffset, yoffset, x, y: int; width, height: int)
Copies a 2D texture sub-image.   Source Edit
proc createTexture(gl: WebGLRenderingContext): WebGLTexture
Creates a WebGLTexture object.   Source Edit
proc deleteTexture(gl: WebGLRenderingContext; texture: WebGLTexture)
Deletes a WebGLTexture object.   Source Edit
proc generateMipmap(gl: WebGLRenderingContext; target: uint)
Generates a set of mipmaps for a WebGLTexture object.   Source Edit
proc isTexture(gl: WebGLRenderingContext; texture: WebGLTexture): bool
Returns a Boolean indicating if the passed WebGLTexture is valid.   Source Edit
proc texParameterf(gl: WebGLRenderingContext; target: uint; pname: uint; param: float32)
Sets texture parameters.   Source Edit
proc texParameteri(gl: WebGLRenderingContext; target: uint; pname: uint; param: uint)
Sets texture parameters.   Source Edit
proc attachShader(gl: WebGLRenderingContext; program: WebGLProgram;
                 shader: WebGLShader)
Attaches a WebGLShader to a WebGLProgram.   Source Edit
proc bindAttribLocation(gl: WebGLRenderingContext; program: WebGLProgram;
                       index: uint; name: cstring)
Binds a generic vertex index to a named attribute variable.   Source Edit
proc compileShader(gl: WebGLRenderingContext; shader: WebGLShader)
Compiles a WebGLShader.   Source Edit
proc createProgram(gl: WebGLRenderingContext): WebGLProgram
Creates a WebGLProgram.   Source Edit
proc createShader(gl: WebGLRenderingContext; typ: uint | ShaderEnum): WebGLShader
Creates a WebGLShader.   Source Edit
proc deleteProgram(gl: WebGLRenderingContext; program: WebGLProgram)
Deletes a WebGLProgram.   Source Edit
proc deleteShader(gl: WebGLRenderingContext; shader: WebGLShader)
Deletes a WebGLShader.   Source Edit
proc detachShader(gl: WebGLRenderingContext; program: WebGLProgram;
                 shader: WebGLShader)
Detaches a WebGLShader.   Source Edit
proc getAttachedShaders(gl: WebGLRenderingContext; program: WebGLProgram): seq[
    WebGLShader]
Returns a list of WebGLShader objects attached to a WebGLProgram.   Source Edit
proc getProgramInfoLog(gl: WebGLRenderingContext; program: WebGLProgram): cstring
Returns the information log for a WebGLProgram object.   Source Edit
proc getShaderPrecisionFormat(gl: WebGLRenderingContext;
                             shaderType, precisionType: uint): WebGLShaderPrecisionFormat
Returns a WebGLShaderPrecisionFormat object describing the precision for the numeric format of the shader.   Source Edit
proc getShaderInfoLog(gl: WebGLRenderingContext; shader: WebGLShader): cstring
Returns the information log for a WebGLShader object.   Source Edit
proc getShaderSource(gl: WebGLRenderingContext; shader: WebGLShader): cstring
Returns the source code of a WebGLShader as a string.   Source Edit
proc isProgram(gl: WebGLRenderingContext; program: WebGLProgram): bool
Returns a Boolean indicating if the passed WebGLProgram is valid.   Source Edit
proc isShader(gl: WebGLRenderingContext; shader: WebGLShader): bool
Returns a Boolean indicating if the passed WebGLShader is valid.   Source Edit
proc linkProgram(gl: WebGLRenderingContext; program: WebGLProgram)
Links the passed WebGLProgram object.   Source Edit
proc shaderSource(gl: WebGLRenderingContext; shader: WebGLShader; source: cstring)
Sets the source code in a WebGLShader.   Source Edit
proc useProgram(gl: WebGLRenderingContext; program: WebGLProgram)
Uses the specified WebGLProgram as part the current rendering state.   Source Edit
proc validateProgram(gl: WebGLRenderingContext; program: WebGLProgram)
Validates a WebGLProgram.   Source Edit
proc disableVertexAttribArray(gl: WebGLRenderingContext; index: uint)
Disables a vertex attribute array at a given position.   Source Edit
proc enableVertexAttribArray(gl: WebGLRenderingContext; index: uint)
Enables a vertex attribute array at a given position.   Source Edit
proc getActiveAttrib(gl: WebGLRenderingContext; program: WebGLProgram; index: uint): WebGLActiveInfo
Returns information about an active attribute variable.   Source Edit
proc getActiveUniform(gl: WebGLRenderingContext; program: WebGLProgram; index: uint): WebGLActiveInfo
Returns information about an active uniform variable.   Source Edit
proc getAttribLocationUnchecked(gl: WebGLRenderingContext; program: WebGLProgram;
                               name: cstring): int {.
importcpp: "#.getAttribLocation(@)"
.}
  Source Edit
proc getAttribLocation(gl: WebGLRenderingContext; program: WebGLProgram;
                      name: cstring): uint {.
importcpp: "#.getAttribLocationChecked(@)", raises: [AssertionError], tags: []
.}
  Source Edit
proc getUniformLocation(gl: WebGLRenderingContext; program: WebGLProgram;
                       name: cstring): WebGLUniformLocation
Returns the location of a uniform variable.   Source Edit
proc getVertexAttribOffset(gl: WebGLRenderingContext; index: uint; pname: uint): int64
Returns the address of a given vertex attribute.   Source Edit
proc uniform1f(gl: WebGLRenderingContext; location: WebGLUniformLocation; v0: float32)
Specifies a value for a uniform variable.   Source Edit
proc uniform1fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Float32Array)
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proc uniform1i(gl: WebGLRenderingContext; location: WebGLUniformLocation; v0: int)
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proc uniform1iv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Int32Array)
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proc uniform2f(gl: WebGLRenderingContext; location: WebGLUniformLocation;
              v0, v1: float32)
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proc uniform2fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Float32Array)
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proc uniform2i(gl: WebGLRenderingContext; location: WebGLUniformLocation; v0, v1: int)
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proc uniform2iv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Int32Array)
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proc uniform3f(gl: WebGLRenderingContext; location: WebGLUniformLocation;
              v0, v1, v2: float32)
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proc uniform3fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Float32Array)
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proc uniform3i(gl: WebGLRenderingContext; location: WebGLUniformLocation;
              v0, v1, v2: int)
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proc uniform3iv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Int32Array)
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proc uniform4f(gl: WebGLRenderingContext; location: WebGLUniformLocation;
              v0, v1, v2, v3: float32)
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proc uniform4fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Float32Array)
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proc uniform4i(gl: WebGLRenderingContext; location: WebGLUniformLocation;
              v0, v1, v2, v3: int)
  Source Edit
proc uniform4iv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
               value: Int32Array)
  Source Edit
proc uniformMatrix2fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
                     transpose: bool; value: Float32Array)
Specifies a matrix value for a uniform variable.   Source Edit
proc uniformMatrix3fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
                     transpose: bool; value: Float32Array)
  Source Edit
proc uniformMatrix4fv(gl: WebGLRenderingContext; location: WebGLUniformLocation;
                     transpose: bool; value: Float32Array)
  Source Edit
proc vertexAttrib1f(gl: WebGLRenderingContext; index: uint; v0: float32)
Specifies a value for a generic vertex attribute.   Source Edit
proc vertexAttrib2f(gl: WebGLRenderingContext; index: uint; v0, v1: float32)
  Source Edit
proc vertexAttrib3f(gl: WebGLRenderingContext; index: uint; v0, v1, v2: float32)
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proc vertexAttrib4f(gl: WebGLRenderingContext; index: uint; v0, v1, v2, v3: float32)
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proc vertexAttrib1fv(gl: WebGLRenderingContext; index: uint; value: Float32Array)
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proc vertexAttrib2fv(gl: WebGLRenderingContext; index: uint; value: Float32Array)
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proc vertexAttrib3fv(gl: WebGLRenderingContext; index: uint; value: Float32Array)
  Source Edit
proc vertexAttrib4fv(gl: WebGLRenderingContext; index: uint; value: Float32Array)
  Source Edit
proc vertexAttribPointer(gl: WebGLRenderingContext; index: uint; size: int;
                        typ: uint | DataType; normalized: bool; stride: int;
                        offset: int64)
Specifies the data formats and locations of vertex attributes in a vertex attributes array.   Source Edit
proc clear(gl: WebGLRenderingContext; mask: uint | BufferBit)
Clears specified buffers to preset values.   Source Edit
proc drawArrays(gl: WebGLRenderingContext; mode: uint | PrimitiveMode; first: int;
               count: int)
Renders primitives from array data.   Source Edit
proc drawElements(gl: WebGLRenderingContext; mode: uint | PrimitiveMode; count: int;
                 typ: uint | DataType; offset: int64)
Renders primitives from element array data.   Source Edit
proc finish(gl: WebGLRenderingContext)
Blocks execution until all previously called commands are finished.   Source Edit
proc flush(gl: WebGLRenderingContext)
Empties different   Source Edit
proc bufferData(gl: WebGLRenderingContext; target: uint | BufferEnum; size: int64;
               usage: uint | BufferEnum)
Updates buffer data.   Source Edit
proc bufferData(gl: WebGLRenderingContext; target: uint | BufferEnum;
               data: Int32Array | Uint16Array | Float32Array; usage: uint | BufferEnum)
Updates buffer data.   Source Edit
proc bufferSubData(gl: WebGLRenderingContext; target: uint; offset: int64; data: auto)
Updates buffer data starting at a passed offset.   Source Edit
proc getParameter(gl: WebGLRenderingContext; pname: uint): auto
Returns a value for the passed parameter name.   Source Edit
proc activeTexture(gl: WebGLRenderingContext; texture: auto)
Selects the active texture unit.   Source Edit
proc getProgramParameter(gl: WebGLRenderingContext; program: WebGLProgram;
                        pname: uint): int
Returns information about the program.   Source Edit
proc getBufferParameter(gl: WebGLRenderingContext; target, pname: uint): auto
Returns information about the buffer.   Source Edit
proc getFramebufferAttachmentParameter(gl: WebGLRenderingContext;
                                      target, attachment, pname: uint): auto
Returns information about the framebuffer.   Source Edit
proc getRenderbufferParameter(gl: WebGLRenderingContext; target, pname: uint): auto
Returns information about the framebuffer.   Source Edit
proc getTexParameter(gl: WebGLRenderingContext; target: uint; pname: uint): auto
Returns information about the texture.   Source Edit
proc getShaderParameter(gl: WebGLRenderingContext; shader: WebGLShader; pname: uint): int
Returns information about the shader.   Source Edit
proc getUniform(gl: WebGLRenderingContext; program: WebGLProgram;
               location: WebGLUniformLocation): auto
Returns the value of a uniform variable at a given location.   Source Edit
proc getVertexAttrib(gl: WebGLRenderingContext; index: uint; pname: uint): WebGLBuffer
Returns information about a vertex attribute at a given position.   Source Edit
proc texImage2D(gl: WebGLRenderingContext; target: uint; level: int;
               internalformat: int; width, height: int; border: int; format: uint;
               typ: uint; pixels: ArrayBufferView)
  Source Edit
proc texImage2D(gl: WebGLRenderingContext; target: uint; level: int;
               internalformat: uint; format: uint; typ: uint; pixels: dom.ImageElement)
  Source Edit
proc texImage2D(gl: WebGLRenderingContext; target: uint; level: int;
               internalformat: int; format: uint; typ: uint; pixels: Canvas)
  Source Edit
proc texImage2D(gl: WebGLRenderingContext; target: uint; level: int;
               internalformat: int; format: uint; typ: uint; pixels: dom.EmbedElement)
  Source Edit
proc texSubImage2D(target: uint; level, xoffset, yoffset: int; width, height: int;
                  format, typ: uint; pixels: ArrayBufferView)
  Source Edit
proc texSubImage2D(target: uint; level, xoffset, yoffset: int; format, typ: uint;
                  pixels: ImageElement)
  Source Edit
proc texSubImage2D(target: uint; level, xoffset, yoffset: int; format, typ: uint;
                  pixels: Canvas)
  Source Edit
proc texSubImage2D(target: uint; level, xoffset, yoffset: int; format, typ: uint;
                  pixels: EmbedElement)
  Source Edit
proc getContext(c: Canvas; kind: cstring): WebGLRenderingContext
Get the specified context on the given canvas. Does NOT account for eg. experimental-webgl vs webgl etc. See getContextWebgl for that Example: .. code-block:: nim var canvas = dom.document.getElementById("canvas").Canvas var gl = canvas.getContext("webgl")   Source Edit
proc getContextWebgl(c: Canvas): WebGLRenderingContext {.
raises: [], tags: []
.}
Get a webgl context on the given canvas. Tries webgl first, then experimental-webgl Example: .. code-block:: nim var canvas = dom.document.getElementById("canvas").Canvas var gl = canvas.getContextWebgl()   Source Edit
proc getBoundingClientRect(c: Canvas): tuple[top, bottom, left, right: float] {.
raises: [], tags: []
.}
  Source Edit
proc log(str: varargs[auto]) {.
raises: [], tags: []
.}
  Source Edit
proc requestAnimationFrame(fn: proc (time: float)) {.
raises: [], tags: []
.}
  Source Edit
proc getStatus(gl: WebGLRenderingContext; what: WebGLShader): bool {.
raises: [], tags: []
.}
  Source Edit
proc getStatus(gl: WebGLRenderingContext; what: WebGLProgram): bool {.
raises: [], tags: []
.}
  Source Edit
proc resize(canvas: Canvas) {.
raises: [], tags: []
.}
  Source Edit
proc identity4(a: auto): auto
  Source Edit
proc traslate4(a, b, c: auto): auto
  Source Edit
proc perspective4(a, b, c, d, e: auto): auto
  Source Edit

Converters

converter toF32(v: float): float32 {.
raises: [], tags: []
.}
  Source Edit
converter toF32A[N: int](v: array[N, float32]): Float32Array {.
importcpp: "new Float32Array(#)"
.}
  Source Edit
converter toF32A(v: seq[float32]): Float32Array {.
importcpp: "new Float32Array(#)"
.}
  Source Edit
converter toF32A[N: int](v: array[N, float]): Float32Array {.
importcpp: "new Float32Array(#)"
.}
  Source Edit
converter toF32A(v: seq[float]): Float32Array {.
importcpp: "new Float32Array(#)"
.}
  Source Edit
converter toUI16(v: int): uint16 {.
raises: [], tags: []
.}
  Source Edit
converter toUI16A[N: int](v: array[N, uint16]): Uint16Array {.
importcpp: "new Uint16Array(#)"
.}
  Source Edit
converter toUI16A(v: seq[uint16]): Uint16Array {.
importcpp: "new Uint16Array(#)"
.}
  Source Edit
converter toI32A[N: int](v: array[N, int]): Int32Array {.
importcpp: "new Int32Array(#)"
.}
  Source Edit
converter toI32A(v: seq[int]): Int32Array {.
importcpp: "new Int32Array(#)"
.}
  Source Edit