WebGLRenderer class 
 
    
    
  
    
  
    
  
    Methods
    
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  clear([bool color = true, bool depth = true, bool stencil = true])
    → void
  
  
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  clearColor()
    → void
  
  
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  clearDepth()
    → void
  
  
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  clearStencil()
    → void
  
  
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  compile(Object3D scene, Camera camera, [Object3D? targetScene])
    → Set
  
  
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  copyFramebufferToTexture(Vector? position, Texture? texture, {int level = 0})
    → void
  
  
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  copyTextureToTexture(Texture srcTexture, Texture dstTexture, {dynamic srcRegion, dynamic dstPosition, int srcLevel = 0, dynamic dstLevel})
    → void
  
  
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  copyTextureToTexture3D(Texture srcTexture, Texture dstTexture, {dynamic srcRegion, dynamic dstPosition, int level = 0})
    → void
  
  
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  deallocateMaterial(Material material)
    → void
  
  
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  dispose()
    → void
  
  
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  forceContextLoss()
    → void
  
  
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  forceContextRestore()
    → void
  
  
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  getActiveCubeFace()
    → int
  
  
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  getActiveMipmapLevel()
    → int
  
  
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  getClearAlpha()
    → double
  
  
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  getClearColor(Color target)
    → Color
  
  
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  getContext()
    → dynamic
  
  
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  getContextAttributes()
    → dynamic
  
  
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  getCurrentViewport(Vector4 target)
    → Vector4
  
  
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  getDrawingBufferSize(Vector2 target)
    → Vector2
  
  
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  getPixelRatio()
    → double
  
  
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  getProgram(Material material, Object3D? scene, Object3D object)
    → WebGLProgram?
  
  
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  getRenderTarget()
    → RenderTarget?
  
  
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  getRenderTargetGLTexture(RenderTarget renderTarget)
    → WebGLTexture
  
  
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  getScissor(Vector4 target)
    → Vector4
  
  
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  getScissorTest()
    → bool
  
  
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  getSize(Vector2 target)
    → Vector2
  
  
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  getTargetPixelRatio()
    → double
  
  
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  getUniformList(Map materialProperties)
    → List
  
  
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  getViewport(Vector4 target)
    → Vector4
  
  
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  initGLContext()
    → void
  
  
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  initRenderTarget(dynamic target)
    → void
  
  
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  initTexture(Texture texture)
    → void
  
  
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  markUniformsLightsNeedsUpdate(Map<String, dynamic> uniforms, dynamic value)
    → void
  
  
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  materialNeedsLights(Material material)
    → bool
  
  
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  noSuchMethod(Invocation invocation)
    → dynamic
  
  
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  Invoked when a nonexistent method or property is accessed.
  inherited 
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  onAnimationFrame(double time)
    → void
  
  
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  onContextCreationError(dynamic event)
    → void
  
  
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  onContextLost(dynamic event)
    → void
  
  
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  onContextRestore()
    → void
  
  
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  onMaterialDispose(Event event)
    → void
  
  
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  onXRSessionEnd(dynamic event)
    → void
  
  
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  onXRSessionStart(dynamic event)
    → void
  
  
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  prepareMaterial(Material material, Object3D? scene, Object3D object)
    → void
  
  
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  projectObject(Object3D object, Camera camera, int groupOrder, bool sortObjects)
    → void
  
  
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  readRenderTargetPixels(WebGLRenderTarget renderTarget, int x, int y, int width, int height, NativeArray<num> buffer, [dynamic activeCubeFaceIndex])
    → void
  
  
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  releaseMaterialProgramReferences(Material material)
    → void
  
  
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  render(Object3D scene, Camera camera)
    → void
  
  
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  renderBufferDirect(Camera camera, Object3D? scene, BufferGeometry geometry, Material material, Object3D object, Map<String, dynamic>? group)
    → void
  
  
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  renderObject(Object3D object, dynamic scene, Camera camera, BufferGeometry geometry, Material material, Map<String, dynamic>? group)
    → void
  
  
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  renderObjects(List<RenderItem> renderList, Object3D scene, Camera camera)
    → void
  
  
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  renderScene(WebGLRenderList currentRenderList, Object3D scene, Camera camera, [Vector4? viewport])
    → void
  
  
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  renderTransmissionPass(List<RenderItem> opaqueObjects, List<RenderItem> transmissiveObjects, Object3D scene, Camera camera)
    → void
  
  
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  resetState()
    → void
  
  
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  setAnimationLoop(dynamic callback)
    → void
  
  
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  setClearAlpha(double alpha)
    → void
  
  
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  setClearColor(Color color, [double alpha = 1.0])
    → void
  
  
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  setDrawingBufferSize(double width, double height, double pixelRatio)
    → void
  
  
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  setOpaqueSort(Function? method)
    → void
  
  
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  setPixelRatio(double value)
    → void
  
  
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  setProgram(Camera camera, Object3D? scene, BufferGeometry? geometry, Material material, Object3D object)
    → WebGLProgram
  
  
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  setRenderTarget(RenderTarget? renderTarget, [int activeCubeFace = 0, int activeMipmapLevel = 0])
    → void
  
  
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  setRenderTargetFramebuffer(RenderTarget renderTarget, Framebuffer? defaultFramebuffer)
    → void
  
  
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  setRenderTargetTextures(RenderTarget renderTarget, dynamic colorTexture, dynamic depthTexture)
    → void
  
  
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  setScissor(double x, double y, double width, double height)
    → void
  
  
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  setScissorTest(bool boolean)
    → void
  
  
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  setSize(double width, double height, [bool updateStyle = false])
    → void
  
  
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  setTransparentSort(Function? method)
    → void
  
  
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  setViewport(double x, double y, double width, double height)
    → void
  
  
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  toNormalizedProjectionMatrix(Matrix4 projectionMatrix)
    → void
  
  
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  toReversedProjectionMatrix(Matrix4 projectionMatrix)
    → void
  
  
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  toString()
    → String
  
  
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  A string representation of this object.
  inherited 
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  updateCommonMaterialProperties(Material material, WebGLParameters parameters)
    → void
  
  
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