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Module « PySide2.QtOpenGLFunctions »

Classe « QOpenGLFunctions_3_1 »

Informations générales

Héritage

builtins.object
    Object
        QAbstractOpenGLFunctions
            QOpenGLFunctions_3_1

Définition

class QOpenGLFunctions_3_1(QAbstractOpenGLFunctions):

Description [extrait de QOpenGLFunctions_3_1.__doc__]

QOpenGLFunctions_3_1(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__]
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__]
glBeginConditionalRender(self, id: int, mode: int) glBeginConditionalRender(self, id: int, mode: int) [extrait de glBeginConditionalRender.__doc__]
glBeginQuery(self, target: int, id: int) glBeginQuery(self, target: int, id: int) [extrait de glBeginQuery.__doc__]
glBeginTransformFeedback(self, primitiveMode: int) glBeginTransformFeedback(self, primitiveMode: int) [extrait de glBeginTransformFeedback.__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__]
glBindBufferBase(self, target: int, index: int, buffer: int) glBindBufferBase(self, target: int, index: int, buffer: int) [extrait de glBindBufferBase.__doc__]
glBindFragDataLocation(self, program: int, color: int, name: bytes) glBindFragDataLocation(self, program: int, color: int, name: bytes) [extrait de glBindFragDataLocation.__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__]
glBindVertexArray(self, array: int) glBindVertexArray(self, array: int) [extrait de glBindVertexArray.__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__]
glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) [extrait de glBlitFramebuffer.__doc__]
glCheckFramebufferStatus(self, target: int) -> int glCheckFramebufferStatus(self, target: int) -> int [extrait de glCheckFramebufferStatus.__doc__]
glClampColor(self, target: int, clamp: int) glClampColor(self, target: int, clamp: int) [extrait de glClampColor.__doc__]
glClear(self, mask: int) glClear(self, mask: int) [extrait de glClear.__doc__]
glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) [extrait de glClearBufferfi.__doc__]
glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) [extrait de glClearBufferfv.__doc__]
glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) [extrait de glClearBufferiv.__doc__]
glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) [extrait de glClearBufferuiv.__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__]
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__]
glColorMaski(self, index: int, r: int, g: int, b: int, a: int) glColorMaski(self, index: int, r: int, g: int, b: int, a: int) [extrait de glColorMaski.__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__]
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__]
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__]
glDeleteQueries(self, n: int, ids: typing.Sequence[int]) glDeleteQueries(self, n: int, ids: typing.Sequence[int]) [extrait de glDeleteQueries.__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__]
glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) [extrait de glDeleteVertexArrays.__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__]
glDisablei(self, target: int, index: int) glDisablei(self, target: int, index: int) [extrait de glDisablei.__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__]
glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) [extrait de glDrawArraysInstanced.__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__]
glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) [extrait de glDrawElementsInstanced.__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__]
glEnable(self, cap: int) glEnable(self, cap: int) [extrait de glEnable.__doc__]
glEnablei(self, target: int, index: int) glEnablei(self, target: int, index: int) [extrait de glEnablei.__doc__]
glEnableVertexAttribArray(self, index: int) glEnableVertexAttribArray(self, index: int) [extrait de glEnableVertexAttribArray.__doc__]
glEndConditionalRender(self) glEndConditionalRender(self) [extrait de glEndConditionalRender.__doc__]
glEndQuery(self, target: int) glEndQuery(self, target: int) [extrait de glEndQuery.__doc__]
glEndTransformFeedback(self) glEndTransformFeedback(self) [extrait de glEndTransformFeedback.__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__]
glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) [extrait de glFramebufferTexture1D.__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__]
glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) [extrait de glFramebufferTexture3D.__doc__]
glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) [extrait de glFramebufferTextureLayer.__doc__]
glFrontFace(self, mode: int) glFrontFace(self, mode: int) [extrait de glFrontFace.__doc__]
glGenerateMipmap(self, target: int) glGenerateMipmap(self, target: int) [extrait de glGenerateMipmap.__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__]
glGetFragDataLocation(self, program: int, name: bytes) -> int glGetFragDataLocation(self, program: int, name: bytes) -> int [extrait de glGetFragDataLocation.__doc__]
glGetString(self, name: int) -> bytes glGetString(self, name: int) -> bytes [extrait de glGetString.__doc__]
glGetStringi(self, name: int, index: int) -> bytes glGetStringi(self, name: int, index: int) -> bytes [extrait de glGetStringi.__doc__]
glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int [extrait de glGetUniformBlockIndex.__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__]
glIndexub(self, c: int) glIndexub(self, c: int) [extrait de glIndexub.__doc__]
glIndexubv(self, c: bytes) glIndexubv(self, c: bytes) [extrait de glIndexubv.__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__]
glIsEnabledi(self, target: int, index: int) -> int glIsEnabledi(self, target: int, index: int) -> int [extrait de glIsEnabledi.__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__]
glIsQuery(self, id: int) -> int glIsQuery(self, id: int) -> int [extrait de glIsQuery.__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__]
glIsVertexArray(self, array: int) -> int glIsVertexArray(self, array: int) -> int [extrait de glIsVertexArray.__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__]
glLogicOp(self, opcode: int) glLogicOp(self, opcode: int) [extrait de glLogicOp.__doc__]
glMapBuffer(self, target: int, access: int) -> int glMapBuffer(self, target: int, access: int) -> int [extrait de glMapBuffer.__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__]
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__]
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__]
glPrimitiveRestartIndex(self, index: int) glPrimitiveRestartIndex(self, index: int) [extrait de glPrimitiveRestartIndex.__doc__]
glReadBuffer(self, mode: int) glReadBuffer(self, mode: int) [extrait de glReadBuffer.__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__]
glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) [extrait de glRenderbufferStorageMultisample.__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__]
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__]
glTexBuffer(self, target: int, internalformat: int, buffer: int) glTexBuffer(self, target: int, internalformat: int, buffer: int) [extrait de glTexBuffer.__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__]
glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glTexParameterIiv.__doc__]
glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) [extrait de glTexParameterIuiv.__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__]
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__]
glUniform1ui(self, location: int, v0: int) glUniform1ui(self, location: int, v0: int) [extrait de glUniform1ui.__doc__]
glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform1uiv.__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__]
glUniform2ui(self, location: int, v0: int, v1: int) glUniform2ui(self, location: int, v0: int, v1: int) [extrait de glUniform2ui.__doc__]
glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform2uiv.__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__]
glUniform3ui(self, location: int, v0: int, v1: int, v2: int) glUniform3ui(self, location: int, v0: int, v1: int, v2: int) [extrait de glUniform3ui.__doc__]
glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform3uiv.__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__]
glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) [extrait de glUniform4ui.__doc__]
glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) [extrait de glUniform4uiv.__doc__]
glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) [extrait de glUniformBlockBinding.__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__]
glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2x3fv.__doc__]
glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2x4fv.__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__]
glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3x2fv.__doc__]
glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3x4fv.__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__]
glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4x2fv.__doc__]
glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4x3fv.__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__]
glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) [extrait de glVertexAttribIPointer.__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__]
glViewport(self, x: int, y: int, width: int, height: int) glViewport(self, x: int, y: int, width: int, height: int) [extrait de glViewport.__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__