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Module « PySide2.QtGui »

Classe « QOpenGLFunctions »

Informations générales

Héritage

builtins.object
    Object
        QOpenGLFunctions

Définition

class QOpenGLFunctions(Object):

Description [extrait de QOpenGLFunctions.__doc__]

QOpenGLFunctions(self)
QOpenGLFunctions(self, context: PySide2.QtGui.QOpenGLContext)

Constructeur(s)

Signature du constructeur Description
__new__(*args, **kwargs) Create and return a new object. See help(type) for accurate signature. [extrait de __new__.__doc__]
__init__(self, /, *args, **kwargs) Initialize self. See help(type(self)) for accurate signature. [extrait de __init__.__doc__]

Liste des attributs statiques

Nom de l'attribut Valeur
BlendColorPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendColor
BlendEquationPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquation
BlendEquationAdvancedPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquationAdvanced
BlendEquationSeparatePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquationSeparate
BlendFuncSeparatePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendFuncSeparate
BlendSubtractPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.BlendSubtract
BuffersPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.Buffers
CompressedTexturesPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.CompressedTextures
FixedFunctionPipelinePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.FixedFunctionPipeline
FramebuffersPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.Framebuffers
MultipleRenderTargetsPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.MultipleRenderTargets
MultisamplePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.Multisample
MultitexturePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.Multitexture
NPOTTextureRepeatPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.NPOTTextureRepeat
NPOTTexturesPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.NPOTTextures
ShadersPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.Shaders
StencilSeparatePySide2.QtGui.QOpenGLFunctions.OpenGLFeature.StencilSeparate
TextureRGFormatsPySide2.QtGui.QOpenGLFunctions.OpenGLFeature.TextureRGFormats

Liste des opérateurs

Opérateurs hérités de la classe object

__eq__, __ge__, __gt__, __le__, __lt__, __ne__

Liste des méthodes

Toutes les méthodes Méthodes d'instance Méthodes statiques Méthodes dépréciées
Signature de la méthodeDescription
glActiveTexture(self, texture: int) glActiveTexture(self, texture: int) [extrait de glActiveTexture.__doc__]
glAttachShader(self, program: int, shader: int) glAttachShader(self, program: int, shader: int) [extrait de glAttachShader.__doc__]
glBindAttribLocation(self, program: int, index: int, name: bytes) glBindAttribLocation(self, program: int, index: int, name: bytes) [extrait de glBindAttribLocation.__doc__]
glBindBuffer(self, target: int, buffer: int) glBindBuffer(self, target: int, buffer: int) [extrait de glBindBuffer.__doc__]
glBindFramebuffer(self, target: int, framebuffer: int) glBindFramebuffer(self, target: int, framebuffer: int) [extrait de glBindFramebuffer.__doc__]
glBindRenderbuffer(self, target: int, renderbuffer: int) glBindRenderbuffer(self, target: int, renderbuffer: int) [extrait de glBindRenderbuffer.__doc__]
glBindTexture(self, target: int, texture: int) glBindTexture(self, target: int, texture: int) [extrait de glBindTexture.__doc__]
glBlendColor(self, red: float, green: float, blue: float, alpha: float) glBlendColor(self, red: float, green: float, blue: float, alpha: float) [extrait de glBlendColor.__doc__]
glBlendEquation(self, mode: int) glBlendEquation(self, mode: int) [extrait de glBlendEquation.__doc__]
glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) [extrait de glBlendEquationSeparate.__doc__]
glBlendFunc(self, sfactor: int, dfactor: int) glBlendFunc(self, sfactor: int, dfactor: int) [extrait de glBlendFunc.__doc__]
glBlendFuncSeparate(self, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) glBlendFuncSeparate(self, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) [extrait de glBlendFuncSeparate.__doc__]
glCheckFramebufferStatus(self, target: int) -> int glCheckFramebufferStatus(self, target: int) -> int [extrait de glCheckFramebufferStatus.__doc__]
glClear(self, mask: int) glClear(self, mask: int) [extrait de glClear.__doc__]
glClearColor(self, red: float, green: float, blue: float, alpha: float) glClearColor(self, red: float, green: float, blue: float, alpha: float) [extrait de glClearColor.__doc__]
glClearDepthf(self, depth: float) glClearDepthf(self, depth: float) [extrait de glClearDepthf.__doc__]
glClearStencil(self, s: int) glClearStencil(self, s: int) [extrait de glClearStencil.__doc__]
glColorMask(self, red: int, green: int, blue: int, alpha: int) glColorMask(self, red: int, green: int, blue: int, alpha: int) [extrait de glColorMask.__doc__]
glCompileShader(self, shader: int) glCompileShader(self, shader: int) [extrait de glCompileShader.__doc__]
glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) [extrait de glCompressedTexImage2D.__doc__]
glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) [extrait de glCompressedTexSubImage2D.__doc__]
glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) [extrait de glCopyTexImage2D.__doc__]
glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) [extrait de glCopyTexSubImage2D.__doc__]
glCreateProgram(self) -> int glCreateProgram(self) -> int [extrait de glCreateProgram.__doc__]
glCreateShader(self, type: int) -> int glCreateShader(self, type: int) -> int [extrait de glCreateShader.__doc__]
glCullFace(self, mode: int) glCullFace(self, mode: int) [extrait de glCullFace.__doc__]
glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) [extrait de glDeleteBuffers.__doc__]
glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) [extrait de glDeleteFramebuffers.__doc__]
glDeleteProgram(self, program: int) glDeleteProgram(self, program: int) [extrait de glDeleteProgram.__doc__]
glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) [extrait de glDeleteRenderbuffers.__doc__]
glDeleteShader(self, shader: int) glDeleteShader(self, shader: int) [extrait de glDeleteShader.__doc__]
glDeleteTextures(self, n: int, textures: typing.Sequence[int]) glDeleteTextures(self, n: int, textures: typing.Sequence[int]) [extrait de glDeleteTextures.__doc__]
glDepthFunc(self, func: int) glDepthFunc(self, func: int) [extrait de glDepthFunc.__doc__]
glDepthMask(self, flag: int) glDepthMask(self, flag: int) [extrait de glDepthMask.__doc__]
glDepthRangef(self, zNear: float, zFar: float) glDepthRangef(self, zNear: float, zFar: float) [extrait de glDepthRangef.__doc__]
glDetachShader(self, program: int, shader: int) glDetachShader(self, program: int, shader: int) [extrait de glDetachShader.__doc__]
glDisable(self, cap: int) glDisable(self, cap: int) [extrait de glDisable.__doc__]
glDisableVertexAttribArray(self, index: int) glDisableVertexAttribArray(self, index: int) [extrait de glDisableVertexAttribArray.__doc__]
glDrawArrays(self, mode: int, first: int, count: int) glDrawArrays(self, mode: int, first: int, count: int) [extrait de glDrawArrays.__doc__]
glDrawElements(self, mode: int, count: int, type: int, indices: int) glDrawElements(self, mode: int, count: int, type: int, indices: int) [extrait de glDrawElements.__doc__]
glEnable(self, cap: int) glEnable(self, cap: int) [extrait de glEnable.__doc__]
glEnableVertexAttribArray(self, index: int) glEnableVertexAttribArray(self, index: int) [extrait de glEnableVertexAttribArray.__doc__]
glFinish(self) glFinish(self) [extrait de glFinish.__doc__]
glFlush(self) glFlush(self) [extrait de glFlush.__doc__]
glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) [extrait de glFramebufferRenderbuffer.__doc__]
glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) [extrait de glFramebufferTexture2D.__doc__]
glFrontFace(self, mode: int) glFrontFace(self, mode: int) [extrait de glFrontFace.__doc__]
glGenBuffers(self, n: int, buffers: typing.Sequence[int]) glGenBuffers(self, n: int, buffers: typing.Sequence[int]) [extrait de glGenBuffers.__doc__]
glGenerateMipmap(self, target: int) glGenerateMipmap(self, target: int) [extrait de glGenerateMipmap.__doc__]
glGenFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) glGenFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) [extrait de glGenFramebuffers.__doc__]
glGenRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) glGenRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) [extrait de glGenRenderbuffers.__doc__]
glGenTextures(self, n: int, textures: typing.Sequence[int]) glGenTextures(self, n: int, textures: typing.Sequence[int]) [extrait de glGenTextures.__doc__]
glGetAttachedShaders(self, program: int, maxcount: int, count: typing.Sequence[int], shaders: typing.Sequence[int]) glGetAttachedShaders(self, program: int, maxcount: int, count: typing.Sequence[int], shaders: typing.Sequence[int]) [extrait de glGetAttachedShaders.__doc__]
glGetAttribLocation(self, program: int, name: bytes) -> int glGetAttribLocation(self, program: int, name: bytes) -> int [extrait de glGetAttribLocation.__doc__]
glGetBufferParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glGetBufferParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glGetBufferParameteriv.__doc__]
glGetError(self) -> int glGetError(self) -> int [extrait de glGetError.__doc__]
glGetFloatv(self, pname: int, params: typing.Sequence[float]) glGetFloatv(self, pname: int, params: typing.Sequence[float]) [extrait de glGetFloatv.__doc__]
glGetFramebufferAttachmentParameteriv(self, target: int, attachment: int, pname: int, params: typing.Sequence[int]) glGetFramebufferAttachmentParameteriv(self, target: int, attachment: int, pname: int, params: typing.Sequence[int]) [extrait de glGetFramebufferAttachmentParameteriv.__doc__]
glGetIntegerv(self, pname: int, params: typing.Sequence[int]) glGetIntegerv(self, pname: int, params: typing.Sequence[int]) [extrait de glGetIntegerv.__doc__]
glGetProgramiv(self, program: int, pname: int, params: typing.Sequence[int]) glGetProgramiv(self, program: int, pname: int, params: typing.Sequence[int]) [extrait de glGetProgramiv.__doc__]
glGetRenderbufferParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glGetRenderbufferParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glGetRenderbufferParameteriv.__doc__]
glGetShaderiv(self, shader: int, pname: int, params: typing.Sequence[int]) glGetShaderiv(self, shader: int, pname: int, params: typing.Sequence[int]) [extrait de glGetShaderiv.__doc__]
glGetShaderPrecisionFormat(self, shadertype: int, precisiontype: int, range: typing.Sequence[int], precision: typing.Sequence[int]) glGetShaderPrecisionFormat(self, shadertype: int, precisiontype: int, range: typing.Sequence[int], precision: typing.Sequence[int]) [extrait de glGetShaderPrecisionFormat.__doc__]
glGetString(self, name: int) -> bytes glGetString(self, name: int) -> bytes [extrait de glGetString.__doc__]
glGetTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) glGetTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) [extrait de glGetTexParameterfv.__doc__]
glGetTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glGetTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glGetTexParameteriv.__doc__]
glGetUniformfv(self, program: int, location: int, params: typing.Sequence[float]) glGetUniformfv(self, program: int, location: int, params: typing.Sequence[float]) [extrait de glGetUniformfv.__doc__]
glGetUniformiv(self, program: int, location: int, params: typing.Sequence[int]) glGetUniformiv(self, program: int, location: int, params: typing.Sequence[int]) [extrait de glGetUniformiv.__doc__]
glGetUniformLocation(self, program: int, name: bytes) -> int glGetUniformLocation(self, program: int, name: bytes) -> int [extrait de glGetUniformLocation.__doc__]
glGetVertexAttribfv(self, index: int, pname: int, params: typing.Sequence[float]) glGetVertexAttribfv(self, index: int, pname: int, params: typing.Sequence[float]) [extrait de glGetVertexAttribfv.__doc__]
glGetVertexAttribiv(self, index: int, pname: int, params: typing.Sequence[int]) glGetVertexAttribiv(self, index: int, pname: int, params: typing.Sequence[int]) [extrait de glGetVertexAttribiv.__doc__]
glHint(self, target: int, mode: int) glHint(self, target: int, mode: int) [extrait de glHint.__doc__]
glIsBuffer(self, buffer: int) -> int glIsBuffer(self, buffer: int) -> int [extrait de glIsBuffer.__doc__]
glIsEnabled(self, cap: int) -> int glIsEnabled(self, cap: int) -> int [extrait de glIsEnabled.__doc__]
glIsFramebuffer(self, framebuffer: int) -> int glIsFramebuffer(self, framebuffer: int) -> int [extrait de glIsFramebuffer.__doc__]
glIsProgram(self, program: int) -> int glIsProgram(self, program: int) -> int [extrait de glIsProgram.__doc__]
glIsRenderbuffer(self, renderbuffer: int) -> int glIsRenderbuffer(self, renderbuffer: int) -> int [extrait de glIsRenderbuffer.__doc__]
glIsShader(self, shader: int) -> int glIsShader(self, shader: int) -> int [extrait de glIsShader.__doc__]
glIsTexture(self, texture: int) -> int glIsTexture(self, texture: int) -> int [extrait de glIsTexture.__doc__]
glLineWidth(self, width: float) glLineWidth(self, width: float) [extrait de glLineWidth.__doc__]
glLinkProgram(self, program: int) glLinkProgram(self, program: int) [extrait de glLinkProgram.__doc__]
glPixelStorei(self, pname: int, param: int) glPixelStorei(self, pname: int, param: int) [extrait de glPixelStorei.__doc__]
glPolygonOffset(self, factor: float, units: float) glPolygonOffset(self, factor: float, units: float) [extrait de glPolygonOffset.__doc__]
glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) [extrait de glReadPixels.__doc__]
glReleaseShaderCompiler(self) glReleaseShaderCompiler(self) [extrait de glReleaseShaderCompiler.__doc__]
glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) [extrait de glRenderbufferStorage.__doc__]
glSampleCoverage(self, value: float, invert: int) glSampleCoverage(self, value: float, invert: int) [extrait de glSampleCoverage.__doc__]
glScissor(self, x: int, y: int, width: int, height: int) glScissor(self, x: int, y: int, width: int, height: int) [extrait de glScissor.__doc__]
glShaderBinary(self, n: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) glShaderBinary(self, n: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) [extrait de glShaderBinary.__doc__]
glStencilFunc(self, func: int, ref: int, mask: int) glStencilFunc(self, func: int, ref: int, mask: int) [extrait de glStencilFunc.__doc__]
glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) [extrait de glStencilFuncSeparate.__doc__]
glStencilMask(self, mask: int) glStencilMask(self, mask: int) [extrait de glStencilMask.__doc__]
glStencilMaskSeparate(self, face: int, mask: int) glStencilMaskSeparate(self, face: int, mask: int) [extrait de glStencilMaskSeparate.__doc__]
glStencilOp(self, fail: int, zfail: int, zpass: int) glStencilOp(self, fail: int, zfail: int, zpass: int) [extrait de glStencilOp.__doc__]
glStencilOpSeparate(self, face: int, fail: int, zfail: int, zpass: int) glStencilOpSeparate(self, face: int, fail: int, zfail: int, zpass: int) [extrait de glStencilOpSeparate.__doc__]
glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) [extrait de glTexImage2D.__doc__]
glTexParameterf(self, target: int, pname: int, param: float) glTexParameterf(self, target: int, pname: int, param: float) [extrait de glTexParameterf.__doc__]
glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) [extrait de glTexParameterfv.__doc__]
glTexParameteri(self, target: int, pname: int, param: int) glTexParameteri(self, target: int, pname: int, param: int) [extrait de glTexParameteri.__doc__]
glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glTexParameteriv.__doc__]
glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) [extrait de glTexSubImage2D.__doc__]
glUniform1f(self, location: int, x: float) glUniform1f(self, location: int, x: float) [extrait de glUniform1f.__doc__]
glUniform1fv(self, location: int, count: int, v: typing.Sequence[float]) glUniform1fv(self, location: int, count: int, v: typing.Sequence[float]) [extrait de glUniform1fv.__doc__]
glUniform1i(self, location: int, x: int) glUniform1i(self, location: int, x: int) [extrait de glUniform1i.__doc__]
glUniform1iv(self, location: int, count: int, v: typing.Sequence[int]) glUniform1iv(self, location: int, count: int, v: typing.Sequence[int]) [extrait de glUniform1iv.__doc__]
glUniform2f(self, location: int, x: float, y: float) glUniform2f(self, location: int, x: float, y: float) [extrait de glUniform2f.__doc__]
glUniform2fv(self, location: int, count: int, v: typing.Sequence[float]) glUniform2fv(self, location: int, count: int, v: typing.Sequence[float]) [extrait de glUniform2fv.__doc__]
glUniform2i(self, location: int, x: int, y: int) glUniform2i(self, location: int, x: int, y: int) [extrait de glUniform2i.__doc__]
glUniform2iv(self, location: int, count: int, v: typing.Sequence[int]) glUniform2iv(self, location: int, count: int, v: typing.Sequence[int]) [extrait de glUniform2iv.__doc__]
glUniform3f(self, location: int, x: float, y: float, z: float) glUniform3f(self, location: int, x: float, y: float, z: float) [extrait de glUniform3f.__doc__]
glUniform3fv(self, location: int, count: int, v: typing.Sequence[float]) glUniform3fv(self, location: int, count: int, v: typing.Sequence[float]) [extrait de glUniform3fv.__doc__]
glUniform3i(self, location: int, x: int, y: int, z: int) glUniform3i(self, location: int, x: int, y: int, z: int) [extrait de glUniform3i.__doc__]
glUniform3iv(self, location: int, count: int, v: typing.Sequence[int]) glUniform3iv(self, location: int, count: int, v: typing.Sequence[int]) [extrait de glUniform3iv.__doc__]
glUniform4f(self, location: int, x: float, y: float, z: float, w: float) glUniform4f(self, location: int, x: float, y: float, z: float, w: float) [extrait de glUniform4f.__doc__]
glUniform4fv(self, location: int, count: int, v: typing.Sequence[float]) glUniform4fv(self, location: int, count: int, v: typing.Sequence[float]) [extrait de glUniform4fv.__doc__]
glUniform4i(self, location: int, x: int, y: int, z: int, w: int) glUniform4i(self, location: int, x: int, y: int, z: int, w: int) [extrait de glUniform4i.__doc__]
glUniform4iv(self, location: int, count: int, v: typing.Sequence[int]) glUniform4iv(self, location: int, count: int, v: typing.Sequence[int]) [extrait de glUniform4iv.__doc__]
glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2fv.__doc__]
glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3fv.__doc__]
glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4fv.__doc__]
glUseProgram(self, program: int) glUseProgram(self, program: int) [extrait de glUseProgram.__doc__]
glValidateProgram(self, program: int) glValidateProgram(self, program: int) [extrait de glValidateProgram.__doc__]
glVertexAttrib1f(self, indx: int, x: float) glVertexAttrib1f(self, indx: int, x: float) [extrait de glVertexAttrib1f.__doc__]
glVertexAttrib1fv(self, indx: int, values: typing.Sequence[float]) glVertexAttrib1fv(self, indx: int, values: typing.Sequence[float]) [extrait de glVertexAttrib1fv.__doc__]
glVertexAttrib2f(self, indx: int, x: float, y: float) glVertexAttrib2f(self, indx: int, x: float, y: float) [extrait de glVertexAttrib2f.__doc__]
glVertexAttrib2fv(self, indx: int, values: typing.Sequence[float]) glVertexAttrib2fv(self, indx: int, values: typing.Sequence[float]) [extrait de glVertexAttrib2fv.__doc__]
glVertexAttrib3f(self, indx: int, x: float, y: float, z: float) glVertexAttrib3f(self, indx: int, x: float, y: float, z: float) [extrait de glVertexAttrib3f.__doc__]
glVertexAttrib3fv(self, indx: int, values: typing.Sequence[float]) glVertexAttrib3fv(self, indx: int, values: typing.Sequence[float]) [extrait de glVertexAttrib3fv.__doc__]
glVertexAttrib4f(self, indx: int, x: float, y: float, z: float, w: float) glVertexAttrib4f(self, indx: int, x: float, y: float, z: float, w: float) [extrait de glVertexAttrib4f.__doc__]
glVertexAttrib4fv(self, indx: int, values: typing.Sequence[float]) glVertexAttrib4fv(self, indx: int, values: typing.Sequence[float]) [extrait de glVertexAttrib4fv.__doc__]
glVertexAttribPointer(self, indx: int, size: int, type: int, normalized: int, stride: int, ptr: int) glVertexAttribPointer(self, indx: int, size: int, type: int, normalized: int, stride: int, ptr: int) [extrait de glVertexAttribPointer.__doc__]
glViewport(self, x: int, y: int, width: int, height: int) glViewport(self, x: int, y: int, width: int, height: int) [extrait de glViewport.__doc__]
hasOpenGLFeature(self, feature: PySide2.QtGui.QOpenGLFunctions.OpenGLFeature) -> bool hasOpenGLFeature(self, feature: PySide2.QtGui.QOpenGLFunctions.OpenGLFeature) -> bool [extrait de hasOpenGLFeature.__doc__]
initializeOpenGLFunctions(self) initializeOpenGLFunctions(self) [extrait de initializeOpenGLFunctions.__doc__]
OpenGLFeature
OpenGLFeatures
openGLFeatures(self) -> PySide2.QtGui.QOpenGLFunctions.OpenGLFeatures openGLFeatures(self) -> PySide2.QtGui.QOpenGLFunctions.OpenGLFeatures [extrait de openGLFeatures.__doc__]

Méthodes héritées de la classe Object

__init_subclass__, __subclasshook__

Méthodes héritées de la classe object

__delattr__, __dir__, __format__, __getattribute__, __hash__, __reduce__, __reduce_ex__, __repr__, __setattr__, __sizeof__, __str__