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Module « PySide2.QtOpenGLFunctions »

Classe « QOpenGLFunctions_2_0 »

Informations générales

Héritage

builtins.object
    Object
        QAbstractOpenGLFunctions
            QOpenGLFunctions_2_0

Définition

class QOpenGLFunctions_2_0(QAbstractOpenGLFunctions):

Description [extrait de QOpenGLFunctions_2_0.__doc__]

QOpenGLFunctions_2_0(self)

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 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
__delattr__(self, name) Implement delattr(self, name). [extrait de __delattr__.__doc__]
__setattr__(self, name, value) Implement setattr(self, name, value). [extrait de __setattr__.__doc__]
glAccum(self, op: int, value: float) glAccum(self, op: int, value: float) [extrait de glAccum.__doc__]
glActiveTexture(self, texture: int) glActiveTexture(self, texture: int) [extrait de glActiveTexture.__doc__]
glAlphaFunc(self, func: int, ref: float) glAlphaFunc(self, func: int, ref: float) [extrait de glAlphaFunc.__doc__]
glArrayElement(self, i: int) glArrayElement(self, i: int) [extrait de glArrayElement.__doc__]
glAttachShader(self, program: int, shader: int) glAttachShader(self, program: int, shader: int) [extrait de glAttachShader.__doc__]
glBegin(self, mode: int) glBegin(self, mode: int) [extrait de glBegin.__doc__]
glBeginQuery(self, target: int, id: int) glBeginQuery(self, target: int, id: int) [extrait de glBeginQuery.__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__]
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, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) [extrait de glBlendFuncSeparate.__doc__]
glCallList(self, list: int) glCallList(self, list: int) [extrait de glCallList.__doc__]
glCallLists(self, n: int, type: int, lists: int) glCallLists(self, n: int, type: int, lists: int) [extrait de glCallLists.__doc__]
glClear(self, mask: int) glClear(self, mask: int) [extrait de glClear.__doc__]
glClearAccum(self, red: float, green: float, blue: float, alpha: float) glClearAccum(self, red: float, green: float, blue: float, alpha: float) [extrait de glClearAccum.__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__]
glClearDepth(self, depth: float) glClearDepth(self, depth: float) [extrait de glClearDepth.__doc__]
glClearIndex(self, c: float) glClearIndex(self, c: float) [extrait de glClearIndex.__doc__]
glClearStencil(self, s: int) glClearStencil(self, s: int) [extrait de glClearStencil.__doc__]
glClientActiveTexture(self, texture: int) glClientActiveTexture(self, texture: int) [extrait de glClientActiveTexture.__doc__]
glClipPlane(self, plane: int, equation: typing.Sequence[float]) glClipPlane(self, plane: int, equation: typing.Sequence[float]) [extrait de glClipPlane.__doc__]
glColor3b(self, red: int, green: int, blue: int) glColor3b(self, red: int, green: int, blue: int) [extrait de glColor3b.__doc__]
glColor3bv(self, v: bytes) glColor3bv(self, v: bytes) [extrait de glColor3bv.__doc__]
glColor3d(self, red: float, green: float, blue: float) glColor3d(self, red: float, green: float, blue: float) [extrait de glColor3d.__doc__]
glColor3dv(self, v: typing.Sequence[float]) glColor3dv(self, v: typing.Sequence[float]) [extrait de glColor3dv.__doc__]
glColor3f(self, red: float, green: float, blue: float) glColor3f(self, red: float, green: float, blue: float) [extrait de glColor3f.__doc__]
glColor3fv(self, v: typing.Sequence[float]) glColor3fv(self, v: typing.Sequence[float]) [extrait de glColor3fv.__doc__]
glColor3i(self, red: int, green: int, blue: int) glColor3i(self, red: int, green: int, blue: int) [extrait de glColor3i.__doc__]
glColor3iv(self, v: typing.Sequence[int]) glColor3iv(self, v: typing.Sequence[int]) [extrait de glColor3iv.__doc__]
glColor3s(self, red: int, green: int, blue: int) glColor3s(self, red: int, green: int, blue: int) [extrait de glColor3s.__doc__]
glColor3sv(self, v: typing.Sequence[int]) glColor3sv(self, v: typing.Sequence[int]) [extrait de glColor3sv.__doc__]
glColor3ub(self, red: int, green: int, blue: int) glColor3ub(self, red: int, green: int, blue: int) [extrait de glColor3ub.__doc__]
glColor3ubv(self, v: bytes) glColor3ubv(self, v: bytes) [extrait de glColor3ubv.__doc__]
glColor3ui(self, red: int, green: int, blue: int) glColor3ui(self, red: int, green: int, blue: int) [extrait de glColor3ui.__doc__]
glColor3uiv(self, v: typing.Sequence[int]) glColor3uiv(self, v: typing.Sequence[int]) [extrait de glColor3uiv.__doc__]
glColor3us(self, red: int, green: int, blue: int) glColor3us(self, red: int, green: int, blue: int) [extrait de glColor3us.__doc__]
glColor3usv(self, v: typing.Sequence[int]) glColor3usv(self, v: typing.Sequence[int]) [extrait de glColor3usv.__doc__]
glColor4b(self, red: int, green: int, blue: int, alpha: int) glColor4b(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4b.__doc__]
glColor4bv(self, v: bytes) glColor4bv(self, v: bytes) [extrait de glColor4bv.__doc__]
glColor4d(self, red: float, green: float, blue: float, alpha: float) glColor4d(self, red: float, green: float, blue: float, alpha: float) [extrait de glColor4d.__doc__]
glColor4dv(self, v: typing.Sequence[float]) glColor4dv(self, v: typing.Sequence[float]) [extrait de glColor4dv.__doc__]
glColor4f(self, red: float, green: float, blue: float, alpha: float) glColor4f(self, red: float, green: float, blue: float, alpha: float) [extrait de glColor4f.__doc__]
glColor4fv(self, v: typing.Sequence[float]) glColor4fv(self, v: typing.Sequence[float]) [extrait de glColor4fv.__doc__]
glColor4i(self, red: int, green: int, blue: int, alpha: int) glColor4i(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4i.__doc__]
glColor4iv(self, v: typing.Sequence[int]) glColor4iv(self, v: typing.Sequence[int]) [extrait de glColor4iv.__doc__]
glColor4s(self, red: int, green: int, blue: int, alpha: int) glColor4s(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4s.__doc__]
glColor4sv(self, v: typing.Sequence[int]) glColor4sv(self, v: typing.Sequence[int]) [extrait de glColor4sv.__doc__]
glColor4ub(self, red: int, green: int, blue: int, alpha: int) glColor4ub(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4ub.__doc__]
glColor4ubv(self, v: bytes) glColor4ubv(self, v: bytes) [extrait de glColor4ubv.__doc__]
glColor4ui(self, red: int, green: int, blue: int, alpha: int) glColor4ui(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4ui.__doc__]
glColor4uiv(self, v: typing.Sequence[int]) glColor4uiv(self, v: typing.Sequence[int]) [extrait de glColor4uiv.__doc__]
glColor4us(self, red: int, green: int, blue: int, alpha: int) glColor4us(self, red: int, green: int, blue: int, alpha: int) [extrait de glColor4us.__doc__]
glColor4usv(self, v: typing.Sequence[int]) glColor4usv(self, v: typing.Sequence[int]) [extrait de glColor4usv.__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__]
glColorMaterial(self, face: int, mode: int) glColorMaterial(self, face: int, mode: int) [extrait de glColorMaterial.__doc__]
glColorPointer(self, size: int, type: int, stride: int, pointer: int) glColorPointer(self, size: int, type: int, stride: int, pointer: int) [extrait de glColorPointer.__doc__]
glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) [extrait de glColorSubTable.__doc__]
glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) [extrait de glColorTable.__doc__]
glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) [extrait de glColorTableParameterfv.__doc__]
glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glColorTableParameteriv.__doc__]
glCompileShader(self, shader: int) glCompileShader(self, shader: int) [extrait de glCompileShader.__doc__]
glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) [extrait de glCompressedTexImage1D.__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__]
glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) [extrait de glCompressedTexImage3D.__doc__]
glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) [extrait de glCompressedTexSubImage1D.__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__]
glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) [extrait de glCompressedTexSubImage3D.__doc__]
glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) [extrait de glConvolutionFilter1D.__doc__]
glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) [extrait de glConvolutionFilter2D.__doc__]
glConvolutionParameterf(self, target: int, pname: int, params: float) glConvolutionParameterf(self, target: int, pname: int, params: float) [extrait de glConvolutionParameterf.__doc__]
glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) [extrait de glConvolutionParameterfv.__doc__]
glConvolutionParameteri(self, target: int, pname: int, params: int) glConvolutionParameteri(self, target: int, pname: int, params: int) [extrait de glConvolutionParameteri.__doc__]
glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glConvolutionParameteriv.__doc__]
glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) [extrait de glCopyColorSubTable.__doc__]
glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) [extrait de glCopyColorTable.__doc__]
glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) [extrait de glCopyConvolutionFilter1D.__doc__]
glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) [extrait de glCopyConvolutionFilter2D.__doc__]
glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) [extrait de glCopyPixels.__doc__]
glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) [extrait de glCopyTexImage1D.__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__]
glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) [extrait de glCopyTexSubImage1D.__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__]
glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) [extrait de glCopyTexSubImage3D.__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__]
glDeleteLists(self, list: int, range: int) glDeleteLists(self, list: int, range: int) [extrait de glDeleteLists.__doc__]
glDeleteProgram(self, program: int) glDeleteProgram(self, program: int) [extrait de glDeleteProgram.__doc__]
glDeleteQueries(self, n: int, ids: typing.Sequence[int]) glDeleteQueries(self, n: int, ids: typing.Sequence[int]) [extrait de glDeleteQueries.__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__]
glDepthRange(self, nearVal: float, farVal: float) glDepthRange(self, nearVal: float, farVal: float) [extrait de glDepthRange.__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__]
glDisableClientState(self, array: int) glDisableClientState(self, array: int) [extrait de glDisableClientState.__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__]
glDrawBuffer(self, mode: int) glDrawBuffer(self, mode: int) [extrait de glDrawBuffer.__doc__]
glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) [extrait de glDrawBuffers.__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__]
glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) [extrait de glDrawPixels.__doc__]
glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) [extrait de glDrawRangeElements.__doc__]
glEdgeFlag(self, flag: int) glEdgeFlag(self, flag: int) [extrait de glEdgeFlag.__doc__]
glEdgeFlagPointer(self, stride: int, pointer: int) glEdgeFlagPointer(self, stride: int, pointer: int) [extrait de glEdgeFlagPointer.__doc__]
glEnable(self, cap: int) glEnable(self, cap: int) [extrait de glEnable.__doc__]
glEnableClientState(self, array: int) glEnableClientState(self, array: int) [extrait de glEnableClientState.__doc__]
glEnableVertexAttribArray(self, index: int) glEnableVertexAttribArray(self, index: int) [extrait de glEnableVertexAttribArray.__doc__]
glEnd(self) glEnd(self) [extrait de glEnd.__doc__]
glEndList(self) glEndList(self) [extrait de glEndList.__doc__]
glEndQuery(self, target: int) glEndQuery(self, target: int) [extrait de glEndQuery.__doc__]
glEvalCoord1d(self, u: float) glEvalCoord1d(self, u: float) [extrait de glEvalCoord1d.__doc__]
glEvalCoord1dv(self, u: typing.Sequence[float]) glEvalCoord1dv(self, u: typing.Sequence[float]) [extrait de glEvalCoord1dv.__doc__]
glEvalCoord1f(self, u: float) glEvalCoord1f(self, u: float) [extrait de glEvalCoord1f.__doc__]
glEvalCoord1fv(self, u: typing.Sequence[float]) glEvalCoord1fv(self, u: typing.Sequence[float]) [extrait de glEvalCoord1fv.__doc__]
glEvalCoord2d(self, u: float, v: float) glEvalCoord2d(self, u: float, v: float) [extrait de glEvalCoord2d.__doc__]
glEvalCoord2dv(self, u: typing.Sequence[float]) glEvalCoord2dv(self, u: typing.Sequence[float]) [extrait de glEvalCoord2dv.__doc__]
glEvalCoord2f(self, u: float, v: float) glEvalCoord2f(self, u: float, v: float) [extrait de glEvalCoord2f.__doc__]
glEvalCoord2fv(self, u: typing.Sequence[float]) glEvalCoord2fv(self, u: typing.Sequence[float]) [extrait de glEvalCoord2fv.__doc__]
glEvalMesh1(self, mode: int, i1: int, i2: int) glEvalMesh1(self, mode: int, i1: int, i2: int) [extrait de glEvalMesh1.__doc__]
glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) [extrait de glEvalMesh2.__doc__]
glEvalPoint1(self, i: int) glEvalPoint1(self, i: int) [extrait de glEvalPoint1.__doc__]
glEvalPoint2(self, i: int, j: int) glEvalPoint2(self, i: int, j: int) [extrait de glEvalPoint2.__doc__]
glFinish(self) glFinish(self) [extrait de glFinish.__doc__]
glFlush(self) glFlush(self) [extrait de glFlush.__doc__]
glFogCoordd(self, coord: float) glFogCoordd(self, coord: float) [extrait de glFogCoordd.__doc__]
glFogCoorddv(self, coord: typing.Sequence[float]) glFogCoorddv(self, coord: typing.Sequence[float]) [extrait de glFogCoorddv.__doc__]
glFogCoordf(self, coord: float) glFogCoordf(self, coord: float) [extrait de glFogCoordf.__doc__]
glFogCoordfv(self, coord: typing.Sequence[float]) glFogCoordfv(self, coord: typing.Sequence[float]) [extrait de glFogCoordfv.__doc__]
glFogCoordPointer(self, type: int, stride: int, pointer: int) glFogCoordPointer(self, type: int, stride: int, pointer: int) [extrait de glFogCoordPointer.__doc__]
glFogf(self, pname: int, param: float) glFogf(self, pname: int, param: float) [extrait de glFogf.__doc__]
glFogfv(self, pname: int, params: typing.Sequence[float]) glFogfv(self, pname: int, params: typing.Sequence[float]) [extrait de glFogfv.__doc__]
glFogi(self, pname: int, param: int) glFogi(self, pname: int, param: int) [extrait de glFogi.__doc__]
glFogiv(self, pname: int, params: typing.Sequence[int]) glFogiv(self, pname: int, params: typing.Sequence[int]) [extrait de glFogiv.__doc__]
glFrontFace(self, mode: int) glFrontFace(self, mode: int) [extrait de glFrontFace.__doc__]
glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) [extrait de glFrustum.__doc__]
glGenLists(self, range: int) -> int glGenLists(self, range: int) -> int [extrait de glGenLists.__doc__]
glGetAttribLocation(self, program: int, name: bytes) -> int glGetAttribLocation(self, program: int, name: bytes) -> int [extrait de glGetAttribLocation.__doc__]
glGetError(self) -> int glGetError(self) -> int [extrait de glGetError.__doc__]
glGetString(self, name: int) -> bytes glGetString(self, name: int) -> bytes [extrait de glGetString.__doc__]
glGetUniformLocation(self, program: int, name: bytes) -> int glGetUniformLocation(self, program: int, name: bytes) -> int [extrait de glGetUniformLocation.__doc__]
glHint(self, target: int, mode: int) glHint(self, target: int, mode: int) [extrait de glHint.__doc__]
glHistogram(self, target: int, width: int, internalformat: int, sink: int) glHistogram(self, target: int, width: int, internalformat: int, sink: int) [extrait de glHistogram.__doc__]
glIndexd(self, c: float) glIndexd(self, c: float) [extrait de glIndexd.__doc__]
glIndexdv(self, c: typing.Sequence[float]) glIndexdv(self, c: typing.Sequence[float]) [extrait de glIndexdv.__doc__]
glIndexf(self, c: float) glIndexf(self, c: float) [extrait de glIndexf.__doc__]
glIndexfv(self, c: typing.Sequence[float]) glIndexfv(self, c: typing.Sequence[float]) [extrait de glIndexfv.__doc__]
glIndexi(self, c: int) glIndexi(self, c: int) [extrait de glIndexi.__doc__]
glIndexiv(self, c: typing.Sequence[int]) glIndexiv(self, c: typing.Sequence[int]) [extrait de glIndexiv.__doc__]
glIndexMask(self, mask: int) glIndexMask(self, mask: int) [extrait de glIndexMask.__doc__]
glIndexPointer(self, type: int, stride: int, pointer: int) glIndexPointer(self, type: int, stride: int, pointer: int) [extrait de glIndexPointer.__doc__]
glIndexs(self, c: int) glIndexs(self, c: int) [extrait de glIndexs.__doc__]
glIndexsv(self, c: typing.Sequence[int]) glIndexsv(self, c: typing.Sequence[int]) [extrait de glIndexsv.__doc__]
glIndexub(self, c: int) glIndexub(self, c: int) [extrait de glIndexub.__doc__]
glIndexubv(self, c: bytes) glIndexubv(self, c: bytes) [extrait de glIndexubv.__doc__]
glInitNames(self) glInitNames(self) [extrait de glInitNames.__doc__]
glInterleavedArrays(self, format: int, stride: int, pointer: int) glInterleavedArrays(self, format: int, stride: int, pointer: int) [extrait de glInterleavedArrays.__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__]
glIsList(self, list: int) -> int glIsList(self, list: int) -> int [extrait de glIsList.__doc__]
glIsProgram(self, program: int) -> int glIsProgram(self, program: int) -> int [extrait de glIsProgram.__doc__]
glIsQuery(self, id: int) -> int glIsQuery(self, id: int) -> int [extrait de glIsQuery.__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__]
glLightf(self, light: int, pname: int, param: float) glLightf(self, light: int, pname: int, param: float) [extrait de glLightf.__doc__]
glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) [extrait de glLightfv.__doc__]
glLighti(self, light: int, pname: int, param: int) glLighti(self, light: int, pname: int, param: int) [extrait de glLighti.__doc__]
glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) [extrait de glLightiv.__doc__]
glLightModelf(self, pname: int, param: float) glLightModelf(self, pname: int, param: float) [extrait de glLightModelf.__doc__]
glLightModelfv(self, pname: int, params: typing.Sequence[float]) glLightModelfv(self, pname: int, params: typing.Sequence[float]) [extrait de glLightModelfv.__doc__]
glLightModeli(self, pname: int, param: int) glLightModeli(self, pname: int, param: int) [extrait de glLightModeli.__doc__]
glLightModeliv(self, pname: int, params: typing.Sequence[int]) glLightModeliv(self, pname: int, params: typing.Sequence[int]) [extrait de glLightModeliv.__doc__]
glLineStipple(self, factor: int, pattern: int) glLineStipple(self, factor: int, pattern: int) [extrait de glLineStipple.__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__]
glListBase(self, base: int) glListBase(self, base: int) [extrait de glListBase.__doc__]
glLoadIdentity(self) glLoadIdentity(self) [extrait de glLoadIdentity.__doc__]
glLoadMatrixd(self, m: typing.Sequence[float]) glLoadMatrixd(self, m: typing.Sequence[float]) [extrait de glLoadMatrixd.__doc__]
glLoadMatrixf(self, m: typing.Sequence[float]) glLoadMatrixf(self, m: typing.Sequence[float]) [extrait de glLoadMatrixf.__doc__]
glLoadName(self, name: int) glLoadName(self, name: int) [extrait de glLoadName.__doc__]
glLoadTransposeMatrixd(self, m: typing.Sequence[float]) glLoadTransposeMatrixd(self, m: typing.Sequence[float]) [extrait de glLoadTransposeMatrixd.__doc__]
glLoadTransposeMatrixf(self, m: typing.Sequence[float]) glLoadTransposeMatrixf(self, m: typing.Sequence[float]) [extrait de glLoadTransposeMatrixf.__doc__]
glLogicOp(self, opcode: int) glLogicOp(self, opcode: int) [extrait de glLogicOp.__doc__]
glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) [extrait de glMap1d.__doc__]
glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) [extrait de glMap1f.__doc__]
glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) [extrait de glMap2d.__doc__]
glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) [extrait de glMap2f.__doc__]
glMapBuffer(self, target: int, access: int) -> int glMapBuffer(self, target: int, access: int) -> int [extrait de glMapBuffer.__doc__]
glMapGrid1d(self, un: int, u1: float, u2: float) glMapGrid1d(self, un: int, u1: float, u2: float) [extrait de glMapGrid1d.__doc__]
glMapGrid1f(self, un: int, u1: float, u2: float) glMapGrid1f(self, un: int, u1: float, u2: float) [extrait de glMapGrid1f.__doc__]
glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) [extrait de glMapGrid2d.__doc__]
glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) [extrait de glMapGrid2f.__doc__]
glMaterialf(self, face: int, pname: int, param: float) glMaterialf(self, face: int, pname: int, param: float) [extrait de glMaterialf.__doc__]
glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) [extrait de glMaterialfv.__doc__]
glMateriali(self, face: int, pname: int, param: int) glMateriali(self, face: int, pname: int, param: int) [extrait de glMateriali.__doc__]
glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) [extrait de glMaterialiv.__doc__]
glMatrixMode(self, mode: int) glMatrixMode(self, mode: int) [extrait de glMatrixMode.__doc__]
glMinmax(self, target: int, internalformat: int, sink: int) glMinmax(self, target: int, internalformat: int, sink: int) [extrait de glMinmax.__doc__]
glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) [extrait de glMultiDrawArrays.__doc__]
glMultiTexCoord1d(self, target: int, s: float) glMultiTexCoord1d(self, target: int, s: float) [extrait de glMultiTexCoord1d.__doc__]
glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord1dv.__doc__]
glMultiTexCoord1f(self, target: int, s: float) glMultiTexCoord1f(self, target: int, s: float) [extrait de glMultiTexCoord1f.__doc__]
glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord1fv.__doc__]
glMultiTexCoord1i(self, target: int, s: int) glMultiTexCoord1i(self, target: int, s: int) [extrait de glMultiTexCoord1i.__doc__]
glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord1iv.__doc__]
glMultiTexCoord1s(self, target: int, s: int) glMultiTexCoord1s(self, target: int, s: int) [extrait de glMultiTexCoord1s.__doc__]
glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord1sv.__doc__]
glMultiTexCoord2d(self, target: int, s: float, t: float) glMultiTexCoord2d(self, target: int, s: float, t: float) [extrait de glMultiTexCoord2d.__doc__]
glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord2dv.__doc__]
glMultiTexCoord2f(self, target: int, s: float, t: float) glMultiTexCoord2f(self, target: int, s: float, t: float) [extrait de glMultiTexCoord2f.__doc__]
glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord2fv.__doc__]
glMultiTexCoord2i(self, target: int, s: int, t: int) glMultiTexCoord2i(self, target: int, s: int, t: int) [extrait de glMultiTexCoord2i.__doc__]
glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord2iv.__doc__]
glMultiTexCoord2s(self, target: int, s: int, t: int) glMultiTexCoord2s(self, target: int, s: int, t: int) [extrait de glMultiTexCoord2s.__doc__]
glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord2sv.__doc__]
glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) [extrait de glMultiTexCoord3d.__doc__]
glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord3dv.__doc__]
glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) [extrait de glMultiTexCoord3f.__doc__]
glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord3fv.__doc__]
glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) [extrait de glMultiTexCoord3i.__doc__]
glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord3iv.__doc__]
glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) [extrait de glMultiTexCoord3s.__doc__]
glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord3sv.__doc__]
glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) [extrait de glMultiTexCoord4d.__doc__]
glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord4dv.__doc__]
glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) [extrait de glMultiTexCoord4f.__doc__]
glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) [extrait de glMultiTexCoord4fv.__doc__]
glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) [extrait de glMultiTexCoord4i.__doc__]
glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord4iv.__doc__]
glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) [extrait de glMultiTexCoord4s.__doc__]
glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) [extrait de glMultiTexCoord4sv.__doc__]
glMultMatrixd(self, m: typing.Sequence[float]) glMultMatrixd(self, m: typing.Sequence[float]) [extrait de glMultMatrixd.__doc__]
glMultMatrixf(self, m: typing.Sequence[float]) glMultMatrixf(self, m: typing.Sequence[float]) [extrait de glMultMatrixf.__doc__]
glMultTransposeMatrixd(self, m: typing.Sequence[float]) glMultTransposeMatrixd(self, m: typing.Sequence[float]) [extrait de glMultTransposeMatrixd.__doc__]
glMultTransposeMatrixf(self, m: typing.Sequence[float]) glMultTransposeMatrixf(self, m: typing.Sequence[float]) [extrait de glMultTransposeMatrixf.__doc__]
glNewList(self, list: int, mode: int) glNewList(self, list: int, mode: int) [extrait de glNewList.__doc__]
glNormal3b(self, nx: int, ny: int, nz: int) glNormal3b(self, nx: int, ny: int, nz: int) [extrait de glNormal3b.__doc__]
glNormal3bv(self, v: bytes) glNormal3bv(self, v: bytes) [extrait de glNormal3bv.__doc__]
glNormal3d(self, nx: float, ny: float, nz: float) glNormal3d(self, nx: float, ny: float, nz: float) [extrait de glNormal3d.__doc__]
glNormal3dv(self, v: typing.Sequence[float]) glNormal3dv(self, v: typing.Sequence[float]) [extrait de glNormal3dv.__doc__]
glNormal3f(self, nx: float, ny: float, nz: float) glNormal3f(self, nx: float, ny: float, nz: float) [extrait de glNormal3f.__doc__]
glNormal3fv(self, v: typing.Sequence[float]) glNormal3fv(self, v: typing.Sequence[float]) [extrait de glNormal3fv.__doc__]
glNormal3i(self, nx: int, ny: int, nz: int) glNormal3i(self, nx: int, ny: int, nz: int) [extrait de glNormal3i.__doc__]
glNormal3iv(self, v: typing.Sequence[int]) glNormal3iv(self, v: typing.Sequence[int]) [extrait de glNormal3iv.__doc__]
glNormal3s(self, nx: int, ny: int, nz: int) glNormal3s(self, nx: int, ny: int, nz: int) [extrait de glNormal3s.__doc__]
glNormal3sv(self, v: typing.Sequence[int]) glNormal3sv(self, v: typing.Sequence[int]) [extrait de glNormal3sv.__doc__]
glNormalPointer(self, type: int, stride: int, pointer: int) glNormalPointer(self, type: int, stride: int, pointer: int) [extrait de glNormalPointer.__doc__]
glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) [extrait de glOrtho.__doc__]
glPassThrough(self, token: float) glPassThrough(self, token: float) [extrait de glPassThrough.__doc__]
glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) [extrait de glPixelMapfv.__doc__]
glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) [extrait de glPixelMapuiv.__doc__]
glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) [extrait de glPixelMapusv.__doc__]
glPixelStoref(self, pname: int, param: float) glPixelStoref(self, pname: int, param: float) [extrait de glPixelStoref.__doc__]
glPixelStorei(self, pname: int, param: int) glPixelStorei(self, pname: int, param: int) [extrait de glPixelStorei.__doc__]
glPixelTransferf(self, pname: int, param: float) glPixelTransferf(self, pname: int, param: float) [extrait de glPixelTransferf.__doc__]
glPixelTransferi(self, pname: int, param: int) glPixelTransferi(self, pname: int, param: int) [extrait de glPixelTransferi.__doc__]
glPixelZoom(self, xfactor: float, yfactor: float) glPixelZoom(self, xfactor: float, yfactor: float) [extrait de glPixelZoom.__doc__]
glPointParameterf(self, pname: int, param: float) glPointParameterf(self, pname: int, param: float) [extrait de glPointParameterf.__doc__]
glPointParameterfv(self, pname: int, params: typing.Sequence[float]) glPointParameterfv(self, pname: int, params: typing.Sequence[float]) [extrait de glPointParameterfv.__doc__]
glPointParameteri(self, pname: int, param: int) glPointParameteri(self, pname: int, param: int) [extrait de glPointParameteri.__doc__]
glPointParameteriv(self, pname: int, params: typing.Sequence[int]) glPointParameteriv(self, pname: int, params: typing.Sequence[int]) [extrait de glPointParameteriv.__doc__]
glPointSize(self, size: float) glPointSize(self, size: float) [extrait de glPointSize.__doc__]
glPolygonMode(self, face: int, mode: int) glPolygonMode(self, face: int, mode: int) [extrait de glPolygonMode.__doc__]
glPolygonOffset(self, factor: float, units: float) glPolygonOffset(self, factor: float, units: float) [extrait de glPolygonOffset.__doc__]
glPopAttrib(self) glPopAttrib(self) [extrait de glPopAttrib.__doc__]
glPopClientAttrib(self) glPopClientAttrib(self) [extrait de glPopClientAttrib.__doc__]
glPopMatrix(self) glPopMatrix(self) [extrait de glPopMatrix.__doc__]
glPopName(self) glPopName(self) [extrait de glPopName.__doc__]
glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) [extrait de glPrioritizeTextures.__doc__]
glPushAttrib(self, mask: int) glPushAttrib(self, mask: int) [extrait de glPushAttrib.__doc__]
glPushClientAttrib(self, mask: int) glPushClientAttrib(self, mask: int) [extrait de glPushClientAttrib.__doc__]
glPushMatrix(self) glPushMatrix(self) [extrait de glPushMatrix.__doc__]
glPushName(self, name: int) glPushName(self, name: int) [extrait de glPushName.__doc__]
glRasterPos2d(self, x: float, y: float) glRasterPos2d(self, x: float, y: float) [extrait de glRasterPos2d.__doc__]
glRasterPos2dv(self, v: typing.Sequence[float]) glRasterPos2dv(self, v: typing.Sequence[float]) [extrait de glRasterPos2dv.__doc__]
glRasterPos2f(self, x: float, y: float) glRasterPos2f(self, x: float, y: float) [extrait de glRasterPos2f.__doc__]
glRasterPos2fv(self, v: typing.Sequence[float]) glRasterPos2fv(self, v: typing.Sequence[float]) [extrait de glRasterPos2fv.__doc__]
glRasterPos2i(self, x: int, y: int) glRasterPos2i(self, x: int, y: int) [extrait de glRasterPos2i.__doc__]
glRasterPos2iv(self, v: typing.Sequence[int]) glRasterPos2iv(self, v: typing.Sequence[int]) [extrait de glRasterPos2iv.__doc__]
glRasterPos2s(self, x: int, y: int) glRasterPos2s(self, x: int, y: int) [extrait de glRasterPos2s.__doc__]
glRasterPos2sv(self, v: typing.Sequence[int]) glRasterPos2sv(self, v: typing.Sequence[int]) [extrait de glRasterPos2sv.__doc__]
glRasterPos3d(self, x: float, y: float, z: float) glRasterPos3d(self, x: float, y: float, z: float) [extrait de glRasterPos3d.__doc__]
glRasterPos3dv(self, v: typing.Sequence[float]) glRasterPos3dv(self, v: typing.Sequence[float]) [extrait de glRasterPos3dv.__doc__]
glRasterPos3f(self, x: float, y: float, z: float) glRasterPos3f(self, x: float, y: float, z: float) [extrait de glRasterPos3f.__doc__]
glRasterPos3fv(self, v: typing.Sequence[float]) glRasterPos3fv(self, v: typing.Sequence[float]) [extrait de glRasterPos3fv.__doc__]
glRasterPos3i(self, x: int, y: int, z: int) glRasterPos3i(self, x: int, y: int, z: int) [extrait de glRasterPos3i.__doc__]
glRasterPos3iv(self, v: typing.Sequence[int]) glRasterPos3iv(self, v: typing.Sequence[int]) [extrait de glRasterPos3iv.__doc__]
glRasterPos3s(self, x: int, y: int, z: int) glRasterPos3s(self, x: int, y: int, z: int) [extrait de glRasterPos3s.__doc__]
glRasterPos3sv(self, v: typing.Sequence[int]) glRasterPos3sv(self, v: typing.Sequence[int]) [extrait de glRasterPos3sv.__doc__]
glRasterPos4d(self, x: float, y: float, z: float, w: float) glRasterPos4d(self, x: float, y: float, z: float, w: float) [extrait de glRasterPos4d.__doc__]
glRasterPos4dv(self, v: typing.Sequence[float]) glRasterPos4dv(self, v: typing.Sequence[float]) [extrait de glRasterPos4dv.__doc__]
glRasterPos4f(self, x: float, y: float, z: float, w: float) glRasterPos4f(self, x: float, y: float, z: float, w: float) [extrait de glRasterPos4f.__doc__]
glRasterPos4fv(self, v: typing.Sequence[float]) glRasterPos4fv(self, v: typing.Sequence[float]) [extrait de glRasterPos4fv.__doc__]
glRasterPos4i(self, x: int, y: int, z: int, w: int) glRasterPos4i(self, x: int, y: int, z: int, w: int) [extrait de glRasterPos4i.__doc__]
glRasterPos4iv(self, v: typing.Sequence[int]) glRasterPos4iv(self, v: typing.Sequence[int]) [extrait de glRasterPos4iv.__doc__]
glRasterPos4s(self, x: int, y: int, z: int, w: int) glRasterPos4s(self, x: int, y: int, z: int, w: int) [extrait de glRasterPos4s.__doc__]
glRasterPos4sv(self, v: typing.Sequence[int]) glRasterPos4sv(self, v: typing.Sequence[int]) [extrait de glRasterPos4sv.__doc__]
glReadBuffer(self, mode: int) glReadBuffer(self, mode: int) [extrait de glReadBuffer.__doc__]
glRectd(self, x1: float, y1: float, x2: float, y2: float) glRectd(self, x1: float, y1: float, x2: float, y2: float) [extrait de glRectd.__doc__]
glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) [extrait de glRectdv.__doc__]
glRectf(self, x1: float, y1: float, x2: float, y2: float) glRectf(self, x1: float, y1: float, x2: float, y2: float) [extrait de glRectf.__doc__]
glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) [extrait de glRectfv.__doc__]
glRecti(self, x1: int, y1: int, x2: int, y2: int) glRecti(self, x1: int, y1: int, x2: int, y2: int) [extrait de glRecti.__doc__]
glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) [extrait de glRectiv.__doc__]
glRects(self, x1: int, y1: int, x2: int, y2: int) glRects(self, x1: int, y1: int, x2: int, y2: int) [extrait de glRects.__doc__]
glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) [extrait de glRectsv.__doc__]
glRenderMode(self, mode: int) -> int glRenderMode(self, mode: int) -> int [extrait de glRenderMode.__doc__]
glResetHistogram(self, target: int) glResetHistogram(self, target: int) [extrait de glResetHistogram.__doc__]
glResetMinmax(self, target: int) glResetMinmax(self, target: int) [extrait de glResetMinmax.__doc__]
glRotated(self, angle: float, x: float, y: float, z: float) glRotated(self, angle: float, x: float, y: float, z: float) [extrait de glRotated.__doc__]
glRotatef(self, angle: float, x: float, y: float, z: float) glRotatef(self, angle: float, x: float, y: float, z: float) [extrait de glRotatef.__doc__]
glSampleCoverage(self, value: float, invert: int) glSampleCoverage(self, value: float, invert: int) [extrait de glSampleCoverage.__doc__]
glScaled(self, x: float, y: float, z: float) glScaled(self, x: float, y: float, z: float) [extrait de glScaled.__doc__]
glScalef(self, x: float, y: float, z: float) glScalef(self, x: float, y: float, z: float) [extrait de glScalef.__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__]
glSecondaryColor3b(self, red: int, green: int, blue: int) glSecondaryColor3b(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3b.__doc__]
glSecondaryColor3bv(self, v: bytes) glSecondaryColor3bv(self, v: bytes) [extrait de glSecondaryColor3bv.__doc__]
glSecondaryColor3d(self, red: float, green: float, blue: float) glSecondaryColor3d(self, red: float, green: float, blue: float) [extrait de glSecondaryColor3d.__doc__]
glSecondaryColor3dv(self, v: typing.Sequence[float]) glSecondaryColor3dv(self, v: typing.Sequence[float]) [extrait de glSecondaryColor3dv.__doc__]
glSecondaryColor3f(self, red: float, green: float, blue: float) glSecondaryColor3f(self, red: float, green: float, blue: float) [extrait de glSecondaryColor3f.__doc__]
glSecondaryColor3fv(self, v: typing.Sequence[float]) glSecondaryColor3fv(self, v: typing.Sequence[float]) [extrait de glSecondaryColor3fv.__doc__]
glSecondaryColor3i(self, red: int, green: int, blue: int) glSecondaryColor3i(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3i.__doc__]
glSecondaryColor3iv(self, v: typing.Sequence[int]) glSecondaryColor3iv(self, v: typing.Sequence[int]) [extrait de glSecondaryColor3iv.__doc__]
glSecondaryColor3s(self, red: int, green: int, blue: int) glSecondaryColor3s(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3s.__doc__]
glSecondaryColor3sv(self, v: typing.Sequence[int]) glSecondaryColor3sv(self, v: typing.Sequence[int]) [extrait de glSecondaryColor3sv.__doc__]
glSecondaryColor3ub(self, red: int, green: int, blue: int) glSecondaryColor3ub(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3ub.__doc__]
glSecondaryColor3ubv(self, v: bytes) glSecondaryColor3ubv(self, v: bytes) [extrait de glSecondaryColor3ubv.__doc__]
glSecondaryColor3ui(self, red: int, green: int, blue: int) glSecondaryColor3ui(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3ui.__doc__]
glSecondaryColor3uiv(self, v: typing.Sequence[int]) glSecondaryColor3uiv(self, v: typing.Sequence[int]) [extrait de glSecondaryColor3uiv.__doc__]
glSecondaryColor3us(self, red: int, green: int, blue: int) glSecondaryColor3us(self, red: int, green: int, blue: int) [extrait de glSecondaryColor3us.__doc__]
glSecondaryColor3usv(self, v: typing.Sequence[int]) glSecondaryColor3usv(self, v: typing.Sequence[int]) [extrait de glSecondaryColor3usv.__doc__]
glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) [extrait de glSecondaryColorPointer.__doc__]
glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) [extrait de glSeparableFilter2D.__doc__]
glShadeModel(self, mode: int) glShadeModel(self, mode: int) [extrait de glShadeModel.__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, sfail: int, dpfail: int, dppass: int) glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) [extrait de glStencilOpSeparate.__doc__]
glTexCoord1d(self, s: float) glTexCoord1d(self, s: float) [extrait de glTexCoord1d.__doc__]
glTexCoord1dv(self, v: typing.Sequence[float]) glTexCoord1dv(self, v: typing.Sequence[float]) [extrait de glTexCoord1dv.__doc__]
glTexCoord1f(self, s: float) glTexCoord1f(self, s: float) [extrait de glTexCoord1f.__doc__]
glTexCoord1fv(self, v: typing.Sequence[float]) glTexCoord1fv(self, v: typing.Sequence[float]) [extrait de glTexCoord1fv.__doc__]
glTexCoord1i(self, s: int) glTexCoord1i(self, s: int) [extrait de glTexCoord1i.__doc__]
glTexCoord1iv(self, v: typing.Sequence[int]) glTexCoord1iv(self, v: typing.Sequence[int]) [extrait de glTexCoord1iv.__doc__]
glTexCoord1s(self, s: int) glTexCoord1s(self, s: int) [extrait de glTexCoord1s.__doc__]
glTexCoord1sv(self, v: typing.Sequence[int]) glTexCoord1sv(self, v: typing.Sequence[int]) [extrait de glTexCoord1sv.__doc__]
glTexCoord2d(self, s: float, t: float) glTexCoord2d(self, s: float, t: float) [extrait de glTexCoord2d.__doc__]
glTexCoord2dv(self, v: typing.Sequence[float]) glTexCoord2dv(self, v: typing.Sequence[float]) [extrait de glTexCoord2dv.__doc__]
glTexCoord2f(self, s: float, t: float) glTexCoord2f(self, s: float, t: float) [extrait de glTexCoord2f.__doc__]
glTexCoord2fv(self, v: typing.Sequence[float]) glTexCoord2fv(self, v: typing.Sequence[float]) [extrait de glTexCoord2fv.__doc__]
glTexCoord2i(self, s: int, t: int) glTexCoord2i(self, s: int, t: int) [extrait de glTexCoord2i.__doc__]
glTexCoord2iv(self, v: typing.Sequence[int]) glTexCoord2iv(self, v: typing.Sequence[int]) [extrait de glTexCoord2iv.__doc__]
glTexCoord2s(self, s: int, t: int) glTexCoord2s(self, s: int, t: int) [extrait de glTexCoord2s.__doc__]
glTexCoord2sv(self, v: typing.Sequence[int]) glTexCoord2sv(self, v: typing.Sequence[int]) [extrait de glTexCoord2sv.__doc__]
glTexCoord3d(self, s: float, t: float, r: float) glTexCoord3d(self, s: float, t: float, r: float) [extrait de glTexCoord3d.__doc__]
glTexCoord3dv(self, v: typing.Sequence[float]) glTexCoord3dv(self, v: typing.Sequence[float]) [extrait de glTexCoord3dv.__doc__]
glTexCoord3f(self, s: float, t: float, r: float) glTexCoord3f(self, s: float, t: float, r: float) [extrait de glTexCoord3f.__doc__]
glTexCoord3fv(self, v: typing.Sequence[float]) glTexCoord3fv(self, v: typing.Sequence[float]) [extrait de glTexCoord3fv.__doc__]
glTexCoord3i(self, s: int, t: int, r: int) glTexCoord3i(self, s: int, t: int, r: int) [extrait de glTexCoord3i.__doc__]
glTexCoord3iv(self, v: typing.Sequence[int]) glTexCoord3iv(self, v: typing.Sequence[int]) [extrait de glTexCoord3iv.__doc__]
glTexCoord3s(self, s: int, t: int, r: int) glTexCoord3s(self, s: int, t: int, r: int) [extrait de glTexCoord3s.__doc__]
glTexCoord3sv(self, v: typing.Sequence[int]) glTexCoord3sv(self, v: typing.Sequence[int]) [extrait de glTexCoord3sv.__doc__]
glTexCoord4d(self, s: float, t: float, r: float, q: float) glTexCoord4d(self, s: float, t: float, r: float, q: float) [extrait de glTexCoord4d.__doc__]
glTexCoord4dv(self, v: typing.Sequence[float]) glTexCoord4dv(self, v: typing.Sequence[float]) [extrait de glTexCoord4dv.__doc__]
glTexCoord4f(self, s: float, t: float, r: float, q: float) glTexCoord4f(self, s: float, t: float, r: float, q: float) [extrait de glTexCoord4f.__doc__]
glTexCoord4fv(self, v: typing.Sequence[float]) glTexCoord4fv(self, v: typing.Sequence[float]) [extrait de glTexCoord4fv.__doc__]
glTexCoord4i(self, s: int, t: int, r: int, q: int) glTexCoord4i(self, s: int, t: int, r: int, q: int) [extrait de glTexCoord4i.__doc__]
glTexCoord4iv(self, v: typing.Sequence[int]) glTexCoord4iv(self, v: typing.Sequence[int]) [extrait de glTexCoord4iv.__doc__]
glTexCoord4s(self, s: int, t: int, r: int, q: int) glTexCoord4s(self, s: int, t: int, r: int, q: int) [extrait de glTexCoord4s.__doc__]
glTexCoord4sv(self, v: typing.Sequence[int]) glTexCoord4sv(self, v: typing.Sequence[int]) [extrait de glTexCoord4sv.__doc__]
glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) [extrait de glTexCoordPointer.__doc__]
glTexEnvf(self, target: int, pname: int, param: float) glTexEnvf(self, target: int, pname: int, param: float) [extrait de glTexEnvf.__doc__]
glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) [extrait de glTexEnvfv.__doc__]
glTexEnvi(self, target: int, pname: int, param: int) glTexEnvi(self, target: int, pname: int, param: int) [extrait de glTexEnvi.__doc__]
glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glTexEnviv.__doc__]
glTexGend(self, coord: int, pname: int, param: float) glTexGend(self, coord: int, pname: int, param: float) [extrait de glTexGend.__doc__]
glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) [extrait de glTexGendv.__doc__]
glTexGenf(self, coord: int, pname: int, param: float) glTexGenf(self, coord: int, pname: int, param: float) [extrait de glTexGenf.__doc__]
glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) [extrait de glTexGenfv.__doc__]
glTexGeni(self, coord: int, pname: int, param: int) glTexGeni(self, coord: int, pname: int, param: int) [extrait de glTexGeni.__doc__]
glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) [extrait de glTexGeniv.__doc__]
glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) [extrait de glTexImage1D.__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__]
glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) [extrait de glTexImage3D.__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__]
glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) [extrait de glTexSubImage1D.__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__]
glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) [extrait de glTexSubImage3D.__doc__]
glTranslated(self, x: float, y: float, z: float) glTranslated(self, x: float, y: float, z: float) [extrait de glTranslated.__doc__]
glTranslatef(self, x: float, y: float, z: float) glTranslatef(self, x: float, y: float, z: float) [extrait de glTranslatef.__doc__]
glUniform1f(self, location: int, v0: float) glUniform1f(self, location: int, v0: float) [extrait de glUniform1f.__doc__]
glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform1fv.__doc__]
glUniform1i(self, location: int, v0: int) glUniform1i(self, location: int, v0: int) [extrait de glUniform1i.__doc__]
glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform1iv.__doc__]
glUniform2f(self, location: int, v0: float, v1: float) glUniform2f(self, location: int, v0: float, v1: float) [extrait de glUniform2f.__doc__]
glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform2fv.__doc__]
glUniform2i(self, location: int, v0: int, v1: int) glUniform2i(self, location: int, v0: int, v1: int) [extrait de glUniform2i.__doc__]
glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform2iv.__doc__]
glUniform3f(self, location: int, v0: float, v1: float, v2: float) glUniform3f(self, location: int, v0: float, v1: float, v2: float) [extrait de glUniform3f.__doc__]
glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform3fv.__doc__]
glUniform3i(self, location: int, v0: int, v1: int, v2: int) glUniform3i(self, location: int, v0: int, v1: int, v2: int) [extrait de glUniform3i.__doc__]
glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform3iv.__doc__]
glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) [extrait de glUniform4f.__doc__]
glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform4fv.__doc__]
glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) [extrait de glUniform4i.__doc__]
glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) glUniform4iv(self, location: int, count: int, value: 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__]
glUnmapBuffer(self, target: int) -> int glUnmapBuffer(self, target: int) -> int [extrait de glUnmapBuffer.__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__]
glVertex2d(self, x: float, y: float) glVertex2d(self, x: float, y: float) [extrait de glVertex2d.__doc__]
glVertex2dv(self, v: typing.Sequence[float]) glVertex2dv(self, v: typing.Sequence[float]) [extrait de glVertex2dv.__doc__]
glVertex2f(self, x: float, y: float) glVertex2f(self, x: float, y: float) [extrait de glVertex2f.__doc__]
glVertex2fv(self, v: typing.Sequence[float]) glVertex2fv(self, v: typing.Sequence[float]) [extrait de glVertex2fv.__doc__]
glVertex2i(self, x: int, y: int) glVertex2i(self, x: int, y: int) [extrait de glVertex2i.__doc__]
glVertex2iv(self, v: typing.Sequence[int]) glVertex2iv(self, v: typing.Sequence[int]) [extrait de glVertex2iv.__doc__]
glVertex2s(self, x: int, y: int) glVertex2s(self, x: int, y: int) [extrait de glVertex2s.__doc__]
glVertex2sv(self, v: typing.Sequence[int]) glVertex2sv(self, v: typing.Sequence[int]) [extrait de glVertex2sv.__doc__]
glVertex3d(self, x: float, y: float, z: float) glVertex3d(self, x: float, y: float, z: float) [extrait de glVertex3d.__doc__]
glVertex3dv(self, v: typing.Sequence[float]) glVertex3dv(self, v: typing.Sequence[float]) [extrait de glVertex3dv.__doc__]
glVertex3f(self, x: float, y: float, z: float) glVertex3f(self, x: float, y: float, z: float) [extrait de glVertex3f.__doc__]
glVertex3fv(self, v: typing.Sequence[float]) glVertex3fv(self, v: typing.Sequence[float]) [extrait de glVertex3fv.__doc__]
glVertex3i(self, x: int, y: int, z: int) glVertex3i(self, x: int, y: int, z: int) [extrait de glVertex3i.__doc__]
glVertex3iv(self, v: typing.Sequence[int]) glVertex3iv(self, v: typing.Sequence[int]) [extrait de glVertex3iv.__doc__]
glVertex3s(self, x: int, y: int, z: int) glVertex3s(self, x: int, y: int, z: int) [extrait de glVertex3s.__doc__]
glVertex3sv(self, v: typing.Sequence[int]) glVertex3sv(self, v: typing.Sequence[int]) [extrait de glVertex3sv.__doc__]
glVertex4d(self, x: float, y: float, z: float, w: float) glVertex4d(self, x: float, y: float, z: float, w: float) [extrait de glVertex4d.__doc__]
glVertex4dv(self, v: typing.Sequence[float]) glVertex4dv(self, v: typing.Sequence[float]) [extrait de glVertex4dv.__doc__]
glVertex4f(self, x: float, y: float, z: float, w: float) glVertex4f(self, x: float, y: float, z: float, w: float) [extrait de glVertex4f.__doc__]
glVertex4fv(self, v: typing.Sequence[float]) glVertex4fv(self, v: typing.Sequence[float]) [extrait de glVertex4fv.__doc__]
glVertex4i(self, x: int, y: int, z: int, w: int) glVertex4i(self, x: int, y: int, z: int, w: int) [extrait de glVertex4i.__doc__]
glVertex4iv(self, v: typing.Sequence[int]) glVertex4iv(self, v: typing.Sequence[int]) [extrait de glVertex4iv.__doc__]
glVertex4s(self, x: int, y: int, z: int, w: int) glVertex4s(self, x: int, y: int, z: int, w: int) [extrait de glVertex4s.__doc__]
glVertex4sv(self, v: typing.Sequence[int]) glVertex4sv(self, v: typing.Sequence[int]) [extrait de glVertex4sv.__doc__]
glVertexAttrib1d(self, index: int, x: float) glVertexAttrib1d(self, index: int, x: float) [extrait de glVertexAttrib1d.__doc__]
glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib1dv.__doc__]
glVertexAttrib1f(self, index: int, x: float) glVertexAttrib1f(self, index: int, x: float) [extrait de glVertexAttrib1f.__doc__]
glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib1fv.__doc__]
glVertexAttrib1s(self, index: int, x: int) glVertexAttrib1s(self, index: int, x: int) [extrait de glVertexAttrib1s.__doc__]
glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib1sv.__doc__]
glVertexAttrib2d(self, index: int, x: float, y: float) glVertexAttrib2d(self, index: int, x: float, y: float) [extrait de glVertexAttrib2d.__doc__]
glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib2dv.__doc__]
glVertexAttrib2f(self, index: int, x: float, y: float) glVertexAttrib2f(self, index: int, x: float, y: float) [extrait de glVertexAttrib2f.__doc__]
glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib2fv.__doc__]
glVertexAttrib2s(self, index: int, x: int, y: int) glVertexAttrib2s(self, index: int, x: int, y: int) [extrait de glVertexAttrib2s.__doc__]
glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib2sv.__doc__]
glVertexAttrib3d(self, index: int, x: float, y: float, z: float) glVertexAttrib3d(self, index: int, x: float, y: float, z: float) [extrait de glVertexAttrib3d.__doc__]
glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib3dv.__doc__]
glVertexAttrib3f(self, index: int, x: float, y: float, z: float) glVertexAttrib3f(self, index: int, x: float, y: float, z: float) [extrait de glVertexAttrib3f.__doc__]
glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib3fv.__doc__]
glVertexAttrib3s(self, index: int, x: int, y: int, z: int) glVertexAttrib3s(self, index: int, x: int, y: int, z: int) [extrait de glVertexAttrib3s.__doc__]
glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib3sv.__doc__]
glVertexAttrib4bv(self, index: int, v: bytes) glVertexAttrib4bv(self, index: int, v: bytes) [extrait de glVertexAttrib4bv.__doc__]
glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) [extrait de glVertexAttrib4d.__doc__]
glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib4dv.__doc__]
glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) [extrait de glVertexAttrib4f.__doc__]
glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttrib4fv.__doc__]
glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4iv.__doc__]
glVertexAttrib4Nbv(self, index: int, v: bytes) glVertexAttrib4Nbv(self, index: int, v: bytes) [extrait de glVertexAttrib4Nbv.__doc__]
glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4Niv.__doc__]
glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4Nsv.__doc__]
glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) [extrait de glVertexAttrib4Nub.__doc__]
glVertexAttrib4Nubv(self, index: int, v: bytes) glVertexAttrib4Nubv(self, index: int, v: bytes) [extrait de glVertexAttrib4Nubv.__doc__]
glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4Nuiv.__doc__]
glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4Nusv.__doc__]
glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) [extrait de glVertexAttrib4s.__doc__]
glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4sv.__doc__]
glVertexAttrib4ubv(self, index: int, v: bytes) glVertexAttrib4ubv(self, index: int, v: bytes) [extrait de glVertexAttrib4ubv.__doc__]
glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4uiv.__doc__]
glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) [extrait de glVertexAttrib4usv.__doc__]
glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) [extrait de glVertexAttribPointer.__doc__]
glVertexPointer(self, size: int, type: int, stride: int, pointer: int) glVertexPointer(self, size: int, type: int, stride: int, pointer: int) [extrait de glVertexPointer.__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__]
glWindowPos2d(self, x: float, y: float) glWindowPos2d(self, x: float, y: float) [extrait de glWindowPos2d.__doc__]
glWindowPos2dv(self, v: typing.Sequence[float]) glWindowPos2dv(self, v: typing.Sequence[float]) [extrait de glWindowPos2dv.__doc__]
glWindowPos2f(self, x: float, y: float) glWindowPos2f(self, x: float, y: float) [extrait de glWindowPos2f.__doc__]
glWindowPos2fv(self, v: typing.Sequence[float]) glWindowPos2fv(self, v: typing.Sequence[float]) [extrait de glWindowPos2fv.__doc__]
glWindowPos2i(self, x: int, y: int) glWindowPos2i(self, x: int, y: int) [extrait de glWindowPos2i.__doc__]
glWindowPos2iv(self, v: typing.Sequence[int]) glWindowPos2iv(self, v: typing.Sequence[int]) [extrait de glWindowPos2iv.__doc__]
glWindowPos2s(self, x: int, y: int) glWindowPos2s(self, x: int, y: int) [extrait de glWindowPos2s.__doc__]
glWindowPos2sv(self, v: typing.Sequence[int]) glWindowPos2sv(self, v: typing.Sequence[int]) [extrait de glWindowPos2sv.__doc__]
glWindowPos3d(self, x: float, y: float, z: float) glWindowPos3d(self, x: float, y: float, z: float) [extrait de glWindowPos3d.__doc__]
glWindowPos3dv(self, v: typing.Sequence[float]) glWindowPos3dv(self, v: typing.Sequence[float]) [extrait de glWindowPos3dv.__doc__]
glWindowPos3f(self, x: float, y: float, z: float) glWindowPos3f(self, x: float, y: float, z: float) [extrait de glWindowPos3f.__doc__]
glWindowPos3fv(self, v: typing.Sequence[float]) glWindowPos3fv(self, v: typing.Sequence[float]) [extrait de glWindowPos3fv.__doc__]
glWindowPos3i(self, x: int, y: int, z: int) glWindowPos3i(self, x: int, y: int, z: int) [extrait de glWindowPos3i.__doc__]
glWindowPos3iv(self, v: typing.Sequence[int]) glWindowPos3iv(self, v: typing.Sequence[int]) [extrait de glWindowPos3iv.__doc__]
glWindowPos3s(self, x: int, y: int, z: int) glWindowPos3s(self, x: int, y: int, z: int) [extrait de glWindowPos3s.__doc__]
glWindowPos3sv(self, v: typing.Sequence[int]) glWindowPos3sv(self, v: typing.Sequence[int]) [extrait de glWindowPos3sv.__doc__]
initializeOpenGLFunctions(self) -> bool initializeOpenGLFunctions(self) -> bool [extrait de initializeOpenGLFunctions.__doc__]

Méthodes héritées de la classe QAbstractOpenGLFunctions

__init_subclass__, __subclasshook__, isInitialized, owningContext, setOwningContext

Méthodes héritées de la classe Object

__init_subclass__, __subclasshook__

Méthodes héritées de la classe object

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