__delattr__(self, name) |
Implement delattr(self, name). [extrait de __delattr__.__doc__] |
__setattr__(self, name, value) |
Implement setattr(self, name, value). [extrait de __setattr__.__doc__] |
addShader(self, shader: PySide2.QtOpenGL.QGLShader) -> bool |
addShader(self, shader: PySide2.QtOpenGL.QGLShader) -> bool [extrait de addShader.__doc__] |
addShaderFromSourceCode |
addShaderFromSourceCode(self, type: PySide2.QtOpenGL.QGLShader.ShaderType, source: PySide2.QtCore.QByteArray) -> bool [extrait de addShaderFromSourceCode.__doc__] |
addShaderFromSourceFile(self, type: PySide2.QtOpenGL.QGLShader.ShaderType, fileName: str) -> bool |
addShaderFromSourceFile(self, type: PySide2.QtOpenGL.QGLShader.ShaderType, fileName: str) -> bool [extrait de addShaderFromSourceFile.__doc__] |
attributeLocation |
attributeLocation(self, name: PySide2.QtCore.QByteArray) -> int [extrait de attributeLocation.__doc__] |
bind(self) -> bool |
bind(self) -> bool [extrait de bind.__doc__] |
bindAttributeLocation |
bindAttributeLocation(self, name: PySide2.QtCore.QByteArray, location: int) [extrait de bindAttributeLocation.__doc__] |
destroyed |
|
disableAttributeArray |
disableAttributeArray(self, location: int) [extrait de disableAttributeArray.__doc__] |
enableAttributeArray |
enableAttributeArray(self, location: int) [extrait de enableAttributeArray.__doc__] |
geometryInputType(self) -> int |
geometryInputType(self) -> int [extrait de geometryInputType.__doc__] |
geometryOutputType(self) -> int |
geometryOutputType(self) -> int [extrait de geometryOutputType.__doc__] |
geometryOutputVertexCount(self) -> int |
geometryOutputVertexCount(self) -> int [extrait de geometryOutputVertexCount.__doc__] |
hasOpenGLShaderPrograms(context: typing.Union[PySide2.QtOpenGL.QGLContext, NoneType] = None) -> bool |
hasOpenGLShaderPrograms(context: typing.Union[PySide2.QtOpenGL.QGLContext, NoneType] = None) -> bool [extrait de hasOpenGLShaderPrograms.__doc__] |
isLinked(self) -> bool |
isLinked(self) -> bool [extrait de isLinked.__doc__] |
link(self) -> bool |
link(self) -> bool [extrait de link.__doc__] |
log(self) -> str |
log(self) -> str [extrait de log.__doc__] |
maxGeometryOutputVertices(self) -> int |
maxGeometryOutputVertices(self) -> int [extrait de maxGeometryOutputVertices.__doc__] |
objectNameChanged |
|
programId(self) -> int |
programId(self) -> int [extrait de programId.__doc__] |
release(self) |
release(self) [extrait de release.__doc__] |
removeAllShaders(self) |
removeAllShaders(self) [extrait de removeAllShaders.__doc__] |
removeShader(self, shader: PySide2.QtOpenGL.QGLShader) |
removeShader(self, shader: PySide2.QtOpenGL.QGLShader) [extrait de removeShader.__doc__] |
setAttributeArray2D |
setAttributeArray2D(self, location: int, values: PySide2.QtGui.QVector2D, stride: int = 0) [extrait de setAttributeArray2D.__doc__] |
setAttributeArray3D |
setAttributeArray3D(self, location: int, values: PySide2.QtGui.QVector3D, stride: int = 0) [extrait de setAttributeArray3D.__doc__] |
setAttributeArray4D |
setAttributeArray4D(self, location: int, values: PySide2.QtGui.QVector4D, stride: int = 0) [extrait de setAttributeArray4D.__doc__] |
setAttributeBuffer |
setAttributeBuffer(self, location: int, type: int, offset: int, tupleSize: int, stride: int = 0) [extrait de setAttributeBuffer.__doc__] |
setAttributeValue |
setAttributeValue(self, location: int, value: float) [extrait de setAttributeValue.__doc__] |
setGeometryInputType(self, inputType: int) |
setGeometryInputType(self, inputType: int) [extrait de setGeometryInputType.__doc__] |
setGeometryOutputType(self, outputType: int) |
setGeometryOutputType(self, outputType: int) [extrait de setGeometryOutputType.__doc__] |
setGeometryOutputVertexCount(self, count: int) |
setGeometryOutputVertexCount(self, count: int) [extrait de setGeometryOutputVertexCount.__doc__] |
setUniformValue |
setUniformValue(self, location: int, color: PySide2.QtGui.QColor) [extrait de setUniformValue.__doc__] |
setUniformValueArray2D |
setUniformValueArray2D(self, location: int, values: PySide2.QtGui.QVector2D, count: int) [extrait de setUniformValueArray2D.__doc__] |
setUniformValueArray2x2 |
setUniformValueArray2x2(self, location: int, values: PySide2.QtGui.QMatrix2x2, count: int) [extrait de setUniformValueArray2x2.__doc__] |
setUniformValueArray2x3 |
setUniformValueArray2x3(self, location: int, values: PySide2.QtGui.QMatrix2x3, count: int) [extrait de setUniformValueArray2x3.__doc__] |
setUniformValueArray2x4 |
setUniformValueArray2x4(self, location: int, values: PySide2.QtGui.QMatrix2x4, count: int) [extrait de setUniformValueArray2x4.__doc__] |
setUniformValueArray3D |
setUniformValueArray3D(self, location: int, values: PySide2.QtGui.QVector3D, count: int) [extrait de setUniformValueArray3D.__doc__] |
setUniformValueArray3x2 |
setUniformValueArray3x2(self, location: int, values: PySide2.QtGui.QMatrix3x2, count: int) [extrait de setUniformValueArray3x2.__doc__] |
setUniformValueArray3x3 |
setUniformValueArray3x3(self, location: int, values: PySide2.QtGui.QMatrix3x3, count: int) [extrait de setUniformValueArray3x3.__doc__] |
setUniformValueArray3x4 |
setUniformValueArray3x4(self, location: int, values: PySide2.QtGui.QMatrix3x4, count: int) [extrait de setUniformValueArray3x4.__doc__] |
setUniformValueArray4D |
setUniformValueArray4D(self, location: int, values: PySide2.QtGui.QVector4D, count: int) [extrait de setUniformValueArray4D.__doc__] |
setUniformValueArray4x2 |
setUniformValueArray4x2(self, location: int, values: PySide2.QtGui.QMatrix4x2, count: int) [extrait de setUniformValueArray4x2.__doc__] |
setUniformValueArray4x3 |
setUniformValueArray4x3(self, location: int, values: PySide2.QtGui.QMatrix4x3, count: int) [extrait de setUniformValueArray4x3.__doc__] |
setUniformValueArray4x4 |
setUniformValueArray4x4(self, location: int, values: PySide2.QtGui.QMatrix4x4, count: int) [extrait de setUniformValueArray4x4.__doc__] |
setUniformValueArrayInt |
setUniformValueArrayInt(self, location: int, values: typing.Sequence[int], count: int) [extrait de setUniformValueArrayInt.__doc__] |
setUniformValueArrayUint |
setUniformValueArrayUint(self, location: int, values: typing.Sequence[int], count: int) [extrait de setUniformValueArrayUint.__doc__] |
shaders(self) -> typing.List[PySide2.QtOpenGL.QGLShader] |
shaders(self) -> typing.List[PySide2.QtOpenGL.QGLShader] [extrait de shaders.__doc__] |
uniformLocation |
uniformLocation(self, name: PySide2.QtCore.QByteArray) -> int [extrait de uniformLocation.__doc__] |
Améliorations / Corrections
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