mirror of
https://github.com/zhigang1992/DefinitelyTyped.git
synced 2026-05-27 22:35:23 +08:00
534 lines
21 KiB
TypeScript
534 lines
21 KiB
TypeScript
interface WebGLContextAttributes {
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alpha : boolean;
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depth : boolean;
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stencil : boolean;
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antialias : boolean;
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premultipliedAlpha : boolean;
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}
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interface WebGLObject {
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$__dummyprop__WebGLObject : any;
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}
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interface WebGLBuffer extends WebGLObject {
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$__dummyprop__WebGLBuffer : any;
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}
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interface WebGLFramebuffer extends WebGLObject {
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$__dummyprop__WebGLFramebuffer : any;
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}
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interface WebGLProgram extends WebGLObject {
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$__dummyprop__WebGLProgram : any;
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}
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interface WebGLRenderbuffer extends WebGLObject {
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$__dummyprop__WebGLRenderbuffer : any;
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}
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interface WebGLShader extends WebGLObject {
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$__dummyprop__WebGLShader : any;
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}
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interface WebGLTexture extends WebGLObject {
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$__dummyprop__WebGLTexture : any;
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}
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interface WebGLUniformLocation {
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$__dummyprop__WebGLUniformLocation : any;
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}
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interface WebGLActiveInfo {
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size : number;
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type : number;
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name : string;
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}
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interface WebGLRenderingContext {
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DEPTH_BUFFER_BIT : number;
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STENCIL_BUFFER_BIT : number;
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COLOR_BUFFER_BIT : number;
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POINTS : number;
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LINES : number;
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LINE_LOOP : number;
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LINE_STRIP : number;
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TRIANGLES : number;
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TRIANGLE_STRIP : number;
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TRIANGLE_FAN : number;
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ZERO : number;
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ONE : number;
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SRC_COLOR : number;
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ONE_MINUS_SRC_COLOR : number;
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SRC_ALPHA : number;
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ONE_MINUS_SRC_ALPHA : number;
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DST_ALPHA : number;
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ONE_MINUS_DST_ALPHA : number;
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DST_COLOR : number;
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ONE_MINUS_DST_COLOR : number;
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SRC_ALPHA_SATURATE : number;
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FUNC_ADD : number;
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BLEND_EQUATION : number;
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BLEND_EQUATION_RGB : number;
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BLEND_EQUATION_ALPHA : number;
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FUNC_SUBTRACT : number;
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FUNC_REVERSE_SUBTRACT : number;
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BLEND_DST_RGB : number;
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BLEND_SRC_RGB : number;
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BLEND_DST_ALPHA : number;
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BLEND_SRC_ALPHA : number;
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CONSTANT_COLOR : number;
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ONE_MINUS_CONSTANT_COLOR : number;
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CONSTANT_ALPHA : number;
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ONE_MINUS_CONSTANT_ALPHA : number;
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BLEND_COLOR : number;
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ARRAY_BUFFER : number;
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ELEMENT_ARRAY_BUFFER : number;
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ARRAY_BUFFER_BINDING : number;
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ELEMENT_ARRAY_BUFFER_BINDING : number;
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STREAM_DRAW : number;
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STATIC_DRAW : number;
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DYNAMIC_DRAW : number;
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BUFFER_SIZE : number;
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BUFFER_USAGE : number;
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CURRENT_VERTEX_ATTRIB : number;
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FRONT : number;
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BACK : number;
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FRONT_AND_BACK : number;
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TEXTURE_2D : number;
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CULL_FACE : number;
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BLEND : number;
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DITHER : number;
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STENCIL_TEST : number;
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DEPTH_TEST : number;
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SCISSOR_TEST : number;
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POLYGON_OFFSET_FILL : number;
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SAMPLE_ALPHA_TO_COVERAGE : number;
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SAMPLE_COVERAGE : number;
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NO_ERROR : number;
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INVALID_ENUM : number;
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INVALID_VALUE : number;
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INVALID_OPERATION : number;
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OUT_OF_MEMORY : number;
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CW : number;
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CCW : number;
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LINE_WIDTH : number;
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ALIASED_POINT_SIZE_RANGE : number;
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ALIASED_LINE_WIDTH_RANGE : number;
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CULL_FACE_MODE : number;
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FRONT_FACE : number;
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DEPTH_RANGE : number;
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DEPTH_WRITEMASK : number;
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DEPTH_CLEAR_VALUE : number;
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DEPTH_FUNC : number;
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STENCIL_CLEAR_VALUE : number;
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STENCIL_FUNC : number;
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STENCIL_FAIL : number;
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STENCIL_PASS_DEPTH_FAIL : number;
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STENCIL_PASS_DEPTH_PASS : number;
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STENCIL_REF : number;
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STENCIL_VALUE_MASK : number;
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STENCIL_WRITEMASK : number;
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STENCIL_BACK_FUNC : number;
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STENCIL_BACK_FAIL : number;
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STENCIL_BACK_PASS_DEPTH_FAIL : number;
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STENCIL_BACK_PASS_DEPTH_PASS : number;
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STENCIL_BACK_REF : number;
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STENCIL_BACK_VALUE_MASK : number;
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STENCIL_BACK_WRITEMASK : number;
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VIEWPORT : number;
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SCISSOR_BOX : number;
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COLOR_CLEAR_VALUE : number;
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COLOR_WRITEMASK : number;
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UNPACK_ALIGNMENT : number;
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PACK_ALIGNMENT : number;
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MAX_TEXTURE_SIZE : number;
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MAX_VIEWPORT_DIMS : number;
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SUBPIXEL_BITS : number;
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RED_BITS : number;
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GREEN_BITS : number;
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BLUE_BITS : number;
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ALPHA_BITS : number;
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DEPTH_BITS : number;
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STENCIL_BITS : number;
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POLYGON_OFFSET_UNITS : number;
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POLYGON_OFFSET_FACTOR : number;
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TEXTURE_BINDING_2D : number;
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SAMPLE_BUFFERS : number;
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SAMPLES : number;
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SAMPLE_COVERAGE_VALUE : number;
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SAMPLE_COVERAGE_INVERT : number;
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NUM_COMPRESSED_TEXTURE_FORMATS : number;
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COMPRESSED_TEXTURE_FORMATS : number;
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DONT_CARE : number;
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FASTEST : number;
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NICEST : number;
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GENERATE_MIPMAP_HINT : number;
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BYTE : number;
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UNSIGNED_BYTE : number;
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SHORT : number;
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UNSIGNED_SHORT : number;
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INT : number;
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UNSIGNED_INT : number;
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FLOAT : number;
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DEPTH_COMPONENT : number;
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ALPHA : number;
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RGB : number;
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RGBA : number;
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LUMINANCE : number;
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LUMINANCE_ALPHA : number;
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UNSIGNED_SHORT_4_4_4_4 : number;
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UNSIGNED_SHORT_5_5_5_1 : number;
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UNSIGNED_SHORT_5_6_5 : number;
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FRAGMENT_SHADER : number;
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VERTEX_SHADER : number;
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MAX_VERTEX_ATTRIBS : number;
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MAX_VERTEX_UNIFORM_VECTORS : number;
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MAX_VARYING_VECTORS : number;
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MAX_COMBINED_TEXTURE_IMAGE_UNITS : number;
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MAX_VERTEX_TEXTURE_IMAGE_UNITS : number;
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MAX_TEXTURE_IMAGE_UNITS : number;
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MAX_FRAGMENT_UNIFORM_VECTORS : number;
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SHADER_TYPE : number;
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DELETE_STATUS : number;
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LINK_STATUS : number;
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VALIDATE_STATUS : number;
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ATTACHED_SHADERS : number;
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ACTIVE_UNIFORMS : number;
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ACTIVE_UNIFORM_MAX_LENGTH : number;
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ACTIVE_ATTRIBUTES : number;
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ACTIVE_ATTRIBUTE_MAX_LENGTH : number;
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SHADING_LANGUAGE_VERSION : number;
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CURRENT_PROGRAM : number;
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NEVER : number;
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LESS : number;
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EQUAL : number;
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LEQUAL : number;
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GREATER : number;
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NOTEQUAL : number;
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GEQUAL : number;
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ALWAYS : number;
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KEEP : number;
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REPLACE : number;
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INCR : number;
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DECR : number;
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INVERT : number;
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INCR_WRAP : number;
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DECR_WRAP : number;
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VENDOR : number;
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RENDERER : number;
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VERSION : number;
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NEAREST : number;
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LINEAR : number;
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NEAREST_MIPMAP_NEAREST : number;
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LINEAR_MIPMAP_NEAREST : number;
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NEAREST_MIPMAP_LINEAR : number;
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LINEAR_MIPMAP_LINEAR : number;
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TEXTURE_MAG_FILTER : number;
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TEXTURE_MIN_FILTER : number;
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TEXTURE_WRAP_S : number;
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TEXTURE_WRAP_T : number;
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TEXTURE : number;
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TEXTURE_CUBE_MAP : number;
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TEXTURE_BINDING_CUBE_MAP : number;
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TEXTURE_CUBE_MAP_POSITIVE_X : number;
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TEXTURE_CUBE_MAP_NEGATIVE_X : number;
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TEXTURE_CUBE_MAP_POSITIVE_Y : number;
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TEXTURE_CUBE_MAP_NEGATIVE_Y : number;
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TEXTURE_CUBE_MAP_POSITIVE_Z : number;
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TEXTURE_CUBE_MAP_NEGATIVE_Z : number;
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MAX_CUBE_MAP_TEXTURE_SIZE : number;
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TEXTURE0 : number;
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TEXTURE1 : number;
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TEXTURE2 : number;
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TEXTURE3 : number;
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TEXTURE4 : number;
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TEXTURE5 : number;
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TEXTURE6 : number;
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TEXTURE7 : number;
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TEXTURE8 : number;
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TEXTURE9 : number;
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TEXTURE10 : number;
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TEXTURE11 : number;
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TEXTURE12 : number;
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TEXTURE13 : number;
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TEXTURE14 : number;
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TEXTURE15 : number;
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TEXTURE16 : number;
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TEXTURE17 : number;
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TEXTURE18 : number;
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TEXTURE19 : number;
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TEXTURE20 : number;
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TEXTURE21 : number;
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TEXTURE22 : number;
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TEXTURE23 : number;
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TEXTURE24 : number;
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TEXTURE25 : number;
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TEXTURE26 : number;
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TEXTURE27 : number;
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TEXTURE28 : number;
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TEXTURE29 : number;
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TEXTURE30 : number;
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TEXTURE31 : number;
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ACTIVE_TEXTURE : number;
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REPEAT : number;
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CLAMP_TO_EDGE : number;
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MIRRORED_REPEAT : number;
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FLOAT_VEC2 : number;
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FLOAT_VEC3 : number;
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FLOAT_VEC4 : number;
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INT_VEC2 : number;
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INT_VEC3 : number;
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INT_VEC4 : number;
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BOOL : number;
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BOOL_VEC2 : number;
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BOOL_VEC3 : number;
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BOOL_VEC4 : number;
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FLOAT_MAT2 : number;
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FLOAT_MAT3 : number;
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FLOAT_MAT4 : number;
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SAMPLER_2D : number;
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SAMPLER_CUBE : number;
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VERTEX_ATTRIB_ARRAY_ENABLED : number;
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VERTEX_ATTRIB_ARRAY_SIZE : number;
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VERTEX_ATTRIB_ARRAY_STRIDE : number;
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VERTEX_ATTRIB_ARRAY_TYPE : number;
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VERTEX_ATTRIB_ARRAY_NORMALIZED : number;
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VERTEX_ATTRIB_ARRAY_POINTER : number;
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VERTEX_ATTRIB_ARRAY_BUFFER_BINDING : number;
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COMPILE_STATUS : number;
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INFO_LOG_LENGTH : number;
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SHADER_SOURCE_LENGTH : number;
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LOW_FLOAT : number;
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MEDIUM_FLOAT : number;
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HIGH_FLOAT : number;
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LOW_INT : number;
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MEDIUM_INT : number;
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HIGH_INT : number;
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FRAMEBUFFER : number;
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RENDERBUFFER : number;
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RGBA4 : number;
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RGB5_A1 : number;
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RGB565 : number;
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DEPTH_COMPONENT16 : number;
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STENCIL_INDEX : number;
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STENCIL_INDEX8 : number;
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DEPTH_STENCIL : number;
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RENDERBUFFER_WIDTH : number;
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RENDERBUFFER_HEIGHT : number;
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RENDERBUFFER_INTERNAL_FORMAT : number;
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RENDERBUFFER_RED_SIZE : number;
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RENDERBUFFER_GREEN_SIZE : number;
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RENDERBUFFER_BLUE_SIZE : number;
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RENDERBUFFER_ALPHA_SIZE : number;
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RENDERBUFFER_DEPTH_SIZE : number;
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RENDERBUFFER_STENCIL_SIZE : number;
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FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE : number;
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FRAMEBUFFER_ATTACHMENT_OBJECT_NAME : number;
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FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL : number;
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FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE : number;
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COLOR_ATTACHMENT0 : number;
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DEPTH_ATTACHMENT : number;
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STENCIL_ATTACHMENT : number;
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DEPTH_STENCIL_ATTACHMENT : number;
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NONE : number;
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FRAMEBUFFER_COMPLETE : number;
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FRAMEBUFFER_INCOMPLETE_ATTACHMENT : number;
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FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : number;
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FRAMEBUFFER_INCOMPLETE_DIMENSIONS : number;
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FRAMEBUFFER_UNSUPPORTED : number;
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FRAMEBUFFER_BINDING : number;
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RENDERBUFFER_BINDING : number;
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MAX_RENDERBUFFER_SIZE : number;
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INVALID_FRAMEBUFFER_OPERATION : number;
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UNPACK_FLIP_Y_WEBGL : number;
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UNPACK_PREMULTIPLY_ALPHA_WEBGL : number;
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CONTEXT_LOST_WEBGL : number;
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UNPACK_COLORSPACE_CONVERSION_WEBGL : number;
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BROWSER_DEFAULT_WEBGL : number;
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canvas : HTMLCanvasElement;
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getContextAttributes() : WebGLContextAttributes;
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isContextLost() : boolean;
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getSupportedExtensions() : string[];
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getExtension(name : string) : any;
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activeTexture(texture : number) : void;
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attachShader(program : WebGLProgram, shader : WebGLShader) : void;
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bindAttribLocation(program : WebGLProgram, index : number, name : string) : void;
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bindBuffer(target : number, buffer : WebGLBuffer) : void;
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bindFramebuffer(target : number, framebuffer : WebGLFramebuffer) : void;
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bindRenderbuffer(target : number, renderbuffer : WebGLRenderbuffer) : void;
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bindTexture(target : number, texture : WebGLTexture) : void;
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blendColor(red : number, green : number, blue : number, alpha : number) : void;
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blendEquation(mode : number) : void;
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blendEquationSeparate(modeRGB : number, modeAlpha : number) : void;
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blendFunc(sfactor : number, dfactor : number) : void;
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blendFuncSeparate(srcRGB : number, dstRGB : number, srcAlpha : number, dstAlpha : number) : void;
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bufferData(target : number, size : number, usage : number) : void;
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bufferData(target : number, data : ArrayBufferView, usage : number) : void;
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bufferData(target : number, data : ArrayBuffer, usage : number) : void;
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bufferSubData(target : number, offset : number, data : ArrayBufferView) : void;
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bufferSubData(target : number, offset : number, data : ArrayBuffer) : void;
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checkFramebufferStatus(target : number) : number;
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clear(mask : number) : void;
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clearColor(red : number, green : number, blue : number, alpha : number) : void;
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clearDepth(depth : number) : void;
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clearStencil(s : number) : void;
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colorMask(red : boolean, green : boolean, blue : boolean, alpha : boolean) : void;
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compileShader(shader : WebGLShader) : void;
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copyTexImage2D(target : number, level : number, internalformat : number, x : number, y : number, width : number, height : number, border : number) : void;
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copyTexSubImage2D(target : number, level : number, xoffset : number, yoffset : number, x : number, y : number, width : number, height : number) : void;
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createBuffer() : WebGLBuffer;
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createFramebuffer() : WebGLFramebuffer;
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createProgram() : WebGLProgram;
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createRenderbuffer() : WebGLRenderbuffer;
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createShader(type : number) : WebGLShader;
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createTexture() : WebGLTexture;
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cullFace(mode : number) : void;
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deleteBuffer(buffer : WebGLBuffer) : void;
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deleteFramebuffer(framebuffer : WebGLFramebuffer) : void;
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deleteProgram(program : WebGLProgram) : void;
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deleteRenderbuffer(renderbuffer : WebGLRenderbuffer) : void;
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deleteShader(shader : WebGLShader) : void;
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deleteTexture(texture : WebGLTexture) : void;
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depthFunc(func : number) : void;
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depthMask(flag : boolean) : void;
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depthRange(zNear : number, zFar : number) : void;
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detachShader(program : WebGLProgram, shader : WebGLShader) : void;
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disable(cap : number) : void;
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disableVertexAttribArray(index : number) : void;
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drawArrays(mode : number, first : number, count : number) : void;
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drawElements(mode : number, count : number, type : number, offset : number) : void;
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enable(cap : number) : void;
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enableVertexAttribArray(index : number) : void;
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finish() : void;
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flush() : void;
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framebufferRenderbuffer(target : number, attachment : number, renderbuffertarget : number, renderbuffer : WebGLRenderbuffer) : void;
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framebufferTexture2D(target : number, attachment : number, textarget : number, texture : WebGLTexture, level : number) : void;
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frontFace(mode : number) : void;
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generateMipmap(target : number) : void;
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getActiveAttrib(program : WebGLProgram, index : number) : WebGLActiveInfo;
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getActiveUniform(program : WebGLProgram, index : number) : WebGLActiveInfo;
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getAttachedShaders(program : WebGLProgram) : WebGLShader[];
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getAttribLocation(program : WebGLProgram, name : string) : number;
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getParameter(pname : number) : any;
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getBufferParameter(target : number, pname : number) : any;
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getError() : number;
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getFramebufferAttachmentParameter(target : number, attachment : number, pname : number) : any;
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getProgramParameter(program : WebGLProgram, pname : number) : any;
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getProgramInfoLog(program : WebGLProgram) : string;
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getRenderbufferParameter(target : number, pname : number) : any;
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getShaderParameter(shader : WebGLShader, pname : number) : any;
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getShaderInfoLog(shader : WebGLShader) : string;
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getShaderSource(shader : WebGLShader) : string;
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getTexParameter(target : number, pname : number) : any;
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getUniform(program : WebGLProgram, location : WebGLUniformLocation) : any;
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getUniformLocation(program : WebGLProgram, name : string) : WebGLUniformLocation;
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getVertexAttrib(index : number, pname : number) : any;
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getVertexAttribOffset(index : number, pname : number) : number;
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hint(target : number, mode : number) : void;
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isBuffer(buffer : WebGLBuffer) : boolean;
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isEnabled(cap : number) : boolean;
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isFramebuffer(framebuffer : WebGLFramebuffer) : boolean;
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isProgram(program : WebGLProgram) : boolean;
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isRenderbuffer(renderbuffer : WebGLRenderbuffer) : boolean;
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isShader(shader : WebGLShader) : boolean;
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isTexture(texture : WebGLTexture) : boolean;
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lineWidth(width : number) : void;
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linkProgram(program : WebGLProgram) : void;
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pixelStorei(pname : number, param : number) : void;
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polygonOffset(factor : number, units : number) : void;
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readPixels(x : number, y : number, width : number, height : number, format : number, type : number, pixels : ArrayBufferView) : void;
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renderbufferStorage(target : number, internalformat : number, width : number, height : number) : void;
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sampleCoverage(value : number, invert : boolean) : void;
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scissor(x : number, y : number, width : number, height : number) : void;
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shaderSource(shader : WebGLShader, source : string) : void;
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stencilFunc(func : number, ref : number, mask : number) : void;
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stencilFuncSeparate(face : number, func : number, ref : number, mask : number) : void;
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stencilMask(mask : number) : void;
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stencilMaskSeparate(face : number, mask : number) : void;
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stencilOp(fail : number, zfail : number, zpass : number) : void;
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stencilOpSeparate(face : number, fail : number, zfail : number, zpass : number) : void;
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texImage2D(target : number, level : number, internalformat : number, width : number, height : number, border : number, format : number, type : number, pixels : ArrayBufferView) : void;
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texImage2D(target : number, level : number, internalformat : number, format : number, type : number, pixels : ImageData) : void;
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texImage2D(target : number, level : number, internalformat : number, format : number, type : number, image : HTMLImageElement) : void;
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texImage2D(target : number, level : number, internalformat : number, format : number, type : number, canvas : HTMLCanvasElement) : void;
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texImage2D(target : number, level : number, internalformat : number, format : number, type : number, video : HTMLVideoElement) : void;
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texParameterf(target : number, pname : number, param : number) : void;
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texParameteri(target : number, pname : number, param : number) : void;
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texSubImage2D(target : number, level : number, xoffset : number, yoffset : number, width : number, height : number, format : number, type : number, pixels : ArrayBufferView) : void;
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texSubImage2D(target : number, level : number, xoffset : number, yoffset : number, format : number, type : number, pixels : ImageData) : void;
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texSubImage2D(target : number, level : number, xoffset : number, yoffset : number, format : number, type : number, image : HTMLImageElement) : void;
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texSubImage2D(target : number, level : number, xoffset : number, yoffset : number, format : number, type : number, canvas : HTMLCanvasElement) : void;
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texSubImage2D(target : number, level : number, xoffset : number, yoffset : number, format : number, type : number, video : HTMLVideoElement) : void;
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uniform1f(location : WebGLUniformLocation, x : number) : void;
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uniform1fv(location : WebGLUniformLocation, v : Float32Array) : void;
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uniform1fv(location : WebGLUniformLocation, v : number[]) : void;
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uniform1i(location : WebGLUniformLocation, x : number) : void;
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uniform1iv(location : WebGLUniformLocation, v : Int32Array) : void;
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uniform1iv(location : WebGLUniformLocation, v : number[]) : void;
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uniform2f(location : WebGLUniformLocation, x : number, y : number) : void;
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uniform2fv(location : WebGLUniformLocation, v : Float32Array) : void;
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uniform2fv(location : WebGLUniformLocation, v : number[]) : void;
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uniform2i(location : WebGLUniformLocation, x : number, y : number) : void;
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uniform2iv(location : WebGLUniformLocation, v : Int32Array) : void;
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uniform2iv(location : WebGLUniformLocation, v : number[]) : void;
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uniform3f(location : WebGLUniformLocation, x : number, y : number, z : number) : void;
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uniform3fv(location : WebGLUniformLocation, v : Float32Array) : void;
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uniform3fv(location : WebGLUniformLocation, v : number[]) : void;
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uniform3i(location : WebGLUniformLocation, x : number, y : number, z : number) : void;
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uniform3iv(location : WebGLUniformLocation, v : Int32Array) : void;
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uniform3iv(location : WebGLUniformLocation, v : number[]) : void;
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uniform4f(location : WebGLUniformLocation, x : number, y : number, z : number, w : number) : void;
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uniform4fv(location : WebGLUniformLocation, v : Float32Array) : void;
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uniform4fv(location : WebGLUniformLocation, v : number[]) : void;
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uniform4i(location : WebGLUniformLocation, x : number, y : number, z : number, w : number) : void;
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uniform4iv(location : WebGLUniformLocation, v : Int32Array) : void;
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uniform4iv(location : WebGLUniformLocation, v : number[]) : void;
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uniformMatrix2fv(location : WebGLUniformLocation, transpose : boolean, value : Float32Array) : void;
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uniformMatrix2fv(location : WebGLUniformLocation, transpose : boolean, value : number[]) : void;
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uniformMatrix3fv(location : WebGLUniformLocation, transpose : boolean, value : Float32Array) : void;
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uniformMatrix3fv(location : WebGLUniformLocation, transpose : boolean, value : number[]) : void;
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uniformMatrix4fv(location : WebGLUniformLocation, transpose : boolean, value : Float32Array) : void;
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uniformMatrix4fv(location : WebGLUniformLocation, transpose : boolean, value : number[]) : void;
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useProgram(program : WebGLProgram) : void;
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validateProgram(program : WebGLProgram) : void;
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vertexAttrib1f(indx : number, x : number) : void;
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vertexAttrib1fv(indx : number, values : Float32Array) : void;
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vertexAttrib1fv(indx : number, values : number[]) : void;
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vertexAttrib2f(indx : number, x : number, y : number) : void;
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vertexAttrib2fv(indx : number, values : Float32Array) : void;
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vertexAttrib2fv(indx : number, values : number[]) : void;
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vertexAttrib3f(indx : number, x : number, y : number, z : number) : void;
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vertexAttrib3fv(indx : number, values : Float32Array) : void;
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vertexAttrib3fv(indx : number, values : number[]) : void;
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vertexAttrib4f(indx : number, x : number, y : number, z : number, w : number) : void;
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vertexAttrib4fv(indx : number, values : Float32Array) : void;
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vertexAttrib4fv(indx : number, values : number[]) : void;
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vertexAttribPointer(indx : number, size : number, type : number, normalized : boolean, stride : number, offset : number) : void;
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viewport(x : number, y : number, width : number, height : number) : void;
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}
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interface WebGLContextEvent extends Event {
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statusMessage : string;
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initWebGLContextEvent(typeArg : string, canBubbleArg : boolean, cancelableArg : boolean, statusMessageArg : string) : void;
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}
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//Extend the window object with cross Browser callbacks so TS will not complain
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//Also add the (non-standard) Canvas Element parameter for performance improvement
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interface WindowAnimationTiming {
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requestAnimationFrame(callback: FrameRequestCallback, canvas ?: HTMLCanvasElement): number;
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//msRequestAnimationFrame(callback: FrameRequestCallback, canvas ?: HTMLCanvasElement): number;
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mozRequestAnimationFrame(callback: FrameRequestCallback, canvas ?: HTMLCanvasElement): number;
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webkitRequestAnimationFrame(callback: FrameRequestCallback, canvas ?: HTMLCanvasElement): number;
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oRequestAnimationFrame(callback: FrameRequestCallback, canvas ?: HTMLCanvasElement): number;
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cancelRequestAnimationFrame(handle: number): void;
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//msCancelRequestAnimationFrame(handle: number): void;
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mozCancelRequestAnimationFrame(handle: number): void;
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webkitCancelRequestAnimationFrame(handle: number): void;
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oCancelRequestAnimationFrame(handle: number): void;
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}
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|
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//To make WebGL work
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interface HTMLCanvasElement {
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getContext(contextId: string, params : {}): WebGLRenderingContext;
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} |