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Module « PySide2.QtOpenGLFunctions »

Classe « QOpenGLFunctions_4_2_Core »

Informations générales

Héritage

builtins.object
    Object
        QAbstractOpenGLFunctions
            QOpenGLFunctions_4_2_Core

Définition

class QOpenGLFunctions_4_2_Core(QAbstractOpenGLFunctions):

Description [extrait de QOpenGLFunctions_4_2_Core.__doc__]

QOpenGLFunctions_4_2_Core(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__]
glActiveShaderProgram(self, pipeline: int, program: int) glActiveShaderProgram(self, pipeline: int, program: int) [extrait de glActiveShaderProgram.__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__]
glBeginQueryIndexed(self, target: int, index: int, id: int) glBeginQueryIndexed(self, target: int, index: int, id: int) [extrait de glBeginQueryIndexed.__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__]
glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) [extrait de glBindFragDataLocationIndexed.__doc__]
glBindFramebuffer(self, target: int, framebuffer: int) glBindFramebuffer(self, target: int, framebuffer: int) [extrait de glBindFramebuffer.__doc__]
glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) [extrait de glBindImageTexture.__doc__]
glBindProgramPipeline(self, pipeline: int) glBindProgramPipeline(self, pipeline: int) [extrait de glBindProgramPipeline.__doc__]
glBindRenderbuffer(self, target: int, renderbuffer: int) glBindRenderbuffer(self, target: int, renderbuffer: int) [extrait de glBindRenderbuffer.__doc__]
glBindSampler(self, unit: int, sampler: int) glBindSampler(self, unit: int, sampler: int) [extrait de glBindSampler.__doc__]
glBindTexture(self, target: int, texture: int) glBindTexture(self, target: int, texture: int) [extrait de glBindTexture.__doc__]
glBindTransformFeedback(self, target: int, id: int) glBindTransformFeedback(self, target: int, id: int) [extrait de glBindTransformFeedback.__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__]
glBlendEquationi(self, buf: int, mode: int) glBlendEquationi(self, buf: int, mode: int) [extrait de glBlendEquationi.__doc__]
glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) [extrait de glBlendEquationSeparate.__doc__]
glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) [extrait de glBlendEquationSeparatei.__doc__]
glBlendFunc(self, sfactor: int, dfactor: int) glBlendFunc(self, sfactor: int, dfactor: int) [extrait de glBlendFunc.__doc__]
glBlendFunci(self, buf: int, src: int, dst: int) glBlendFunci(self, buf: int, src: int, dst: int) [extrait de glBlendFunci.__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__]
glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) [extrait de glBlendFuncSeparatei.__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__]
glClearDepthf(self, dd: float) glClearDepthf(self, dd: float) [extrait de glClearDepthf.__doc__]
glClearStencil(self, s: int) glClearStencil(self, s: int) [extrait de glClearStencil.__doc__]
glColorMask(self, red: int, green: int, blue: int, alpha: int) glColorMask(self, red: int, green: int, blue: int, alpha: int) [extrait de glColorMask.__doc__]
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__]
glColorP3ui(self, type: int, color: int) glColorP3ui(self, type: int, color: int) [extrait de glColorP3ui.__doc__]
glColorP3uiv(self, type: int, color: typing.Sequence[int]) glColorP3uiv(self, type: int, color: typing.Sequence[int]) [extrait de glColorP3uiv.__doc__]
glColorP4ui(self, type: int, color: int) glColorP4ui(self, type: int, color: int) [extrait de glColorP4ui.__doc__]
glColorP4uiv(self, type: int, color: typing.Sequence[int]) glColorP4uiv(self, type: int, color: typing.Sequence[int]) [extrait de glColorP4uiv.__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__]
glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) [extrait de glDeleteProgramPipelines.__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__]
glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) [extrait de glDeleteSamplers.__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__]
glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) [extrait de glDeleteTransformFeedbacks.__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__]
glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) [extrait de glDepthRangeArrayv.__doc__]
glDepthRangef(self, n: float, f: float) glDepthRangef(self, n: float, f: float) [extrait de glDepthRangef.__doc__]
glDepthRangeIndexed(self, index: int, n: float, f: float) glDepthRangeIndexed(self, index: int, n: float, f: float) [extrait de glDepthRangeIndexed.__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__]
glDrawArraysIndirect(self, mode: int, indirect: int) glDrawArraysIndirect(self, mode: int, indirect: int) [extrait de glDrawArraysIndirect.__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__]
glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) [extrait de glDrawArraysInstancedBaseInstance.__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__]
glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) [extrait de glDrawElementsBaseVertex.__doc__]
glDrawElementsIndirect(self, mode: int, type: int, indirect: int) glDrawElementsIndirect(self, mode: int, type: int, indirect: int) [extrait de glDrawElementsIndirect.__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__]
glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) [extrait de glDrawElementsInstancedBaseInstance.__doc__]
glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) [extrait de glDrawElementsInstancedBaseVertex.__doc__]
glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) [extrait de glDrawElementsInstancedBaseVertexBaseInstance.__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__]
glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) [extrait de glDrawRangeElementsBaseVertex.__doc__]
glDrawTransformFeedback(self, mode: int, id: int) glDrawTransformFeedback(self, mode: int, id: int) [extrait de glDrawTransformFeedback.__doc__]
glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) [extrait de glDrawTransformFeedbackInstanced.__doc__]
glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) [extrait de glDrawTransformFeedbackStream.__doc__]
glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) [extrait de glDrawTransformFeedbackStreamInstanced.__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__]
glEndQueryIndexed(self, target: int, index: int) glEndQueryIndexed(self, target: int, index: int) [extrait de glEndQueryIndexed.__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__]
glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) [extrait de glFramebufferTexture.__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__]
glGetFragDataIndex(self, program: int, name: bytes) -> int glGetFragDataIndex(self, program: int, name: bytes) -> int [extrait de glGetFragDataIndex.__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__]
glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int [extrait de glGetSubroutineIndex.__doc__]
glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int [extrait de glGetSubroutineUniformLocation.__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__]
glIsProgramPipeline(self, pipeline: int) -> int glIsProgramPipeline(self, pipeline: int) -> int [extrait de glIsProgramPipeline.__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__]
glIsSampler(self, sampler: int) -> int glIsSampler(self, sampler: int) -> int [extrait de glIsSampler.__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__]
glIsTransformFeedback(self, id: int) -> int glIsTransformFeedback(self, id: int) -> int [extrait de glIsTransformFeedback.__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__]
glMemoryBarrier(self, barriers: int) glMemoryBarrier(self, barriers: int) [extrait de glMemoryBarrier.__doc__]
glMinSampleShading(self, value: float) glMinSampleShading(self, value: float) [extrait de glMinSampleShading.__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__]
glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) [extrait de glMultiTexCoordP1ui.__doc__]
glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) [extrait de glMultiTexCoordP1uiv.__doc__]
glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) [extrait de glMultiTexCoordP2ui.__doc__]
glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) [extrait de glMultiTexCoordP2uiv.__doc__]
glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) [extrait de glMultiTexCoordP3ui.__doc__]
glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) [extrait de glMultiTexCoordP3uiv.__doc__]
glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) [extrait de glMultiTexCoordP4ui.__doc__]
glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) [extrait de glMultiTexCoordP4uiv.__doc__]
glNormalP3ui(self, type: int, coords: int) glNormalP3ui(self, type: int, coords: int) [extrait de glNormalP3ui.__doc__]
glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) [extrait de glNormalP3uiv.__doc__]
glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) [extrait de glPatchParameterfv.__doc__]
glPatchParameteri(self, pname: int, value: int) glPatchParameteri(self, pname: int, value: int) [extrait de glPatchParameteri.__doc__]
glPauseTransformFeedback(self) glPauseTransformFeedback(self) [extrait de glPauseTransformFeedback.__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__]
glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) [extrait de glProgramBinary.__doc__]
glProgramParameteri(self, program: int, pname: int, value: int) glProgramParameteri(self, program: int, pname: int, value: int) [extrait de glProgramParameteri.__doc__]
glProgramUniform1d(self, program: int, location: int, v0: float) glProgramUniform1d(self, program: int, location: int, v0: float) [extrait de glProgramUniform1d.__doc__]
glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform1dv.__doc__]
glProgramUniform1f(self, program: int, location: int, v0: float) glProgramUniform1f(self, program: int, location: int, v0: float) [extrait de glProgramUniform1f.__doc__]
glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform1fv.__doc__]
glProgramUniform1i(self, program: int, location: int, v0: int) glProgramUniform1i(self, program: int, location: int, v0: int) [extrait de glProgramUniform1i.__doc__]
glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform1iv.__doc__]
glProgramUniform1ui(self, program: int, location: int, v0: int) glProgramUniform1ui(self, program: int, location: int, v0: int) [extrait de glProgramUniform1ui.__doc__]
glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform1uiv.__doc__]
glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) [extrait de glProgramUniform2d.__doc__]
glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform2dv.__doc__]
glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) [extrait de glProgramUniform2f.__doc__]
glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform2fv.__doc__]
glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) [extrait de glProgramUniform2i.__doc__]
glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform2iv.__doc__]
glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) [extrait de glProgramUniform2ui.__doc__]
glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform2uiv.__doc__]
glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) [extrait de glProgramUniform3d.__doc__]
glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform3dv.__doc__]
glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) [extrait de glProgramUniform3f.__doc__]
glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform3fv.__doc__]
glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) [extrait de glProgramUniform3i.__doc__]
glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform3iv.__doc__]
glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) [extrait de glProgramUniform3ui.__doc__]
glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform3uiv.__doc__]
glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) [extrait de glProgramUniform4d.__doc__]
glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform4dv.__doc__]
glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) [extrait de glProgramUniform4f.__doc__]
glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) [extrait de glProgramUniform4fv.__doc__]
glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) [extrait de glProgramUniform4i.__doc__]
glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform4iv.__doc__]
glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) [extrait de glProgramUniform4ui.__doc__]
glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) [extrait de glProgramUniform4uiv.__doc__]
glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2dv.__doc__]
glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2fv.__doc__]
glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2x3dv.__doc__]
glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2x3fv.__doc__]
glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2x4dv.__doc__]
glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix2x4fv.__doc__]
glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3dv.__doc__]
glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3fv.__doc__]
glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3x2dv.__doc__]
glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3x2fv.__doc__]
glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3x4dv.__doc__]
glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix3x4fv.__doc__]
glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4dv.__doc__]
glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4fv.__doc__]
glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4x2dv.__doc__]
glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4x2fv.__doc__]
glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4x3dv.__doc__]
glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glProgramUniformMatrix4x3fv.__doc__]
glProvokingVertex(self, mode: int) glProvokingVertex(self, mode: int) [extrait de glProvokingVertex.__doc__]
glQueryCounter(self, id: int, target: int) glQueryCounter(self, id: int, target: int) [extrait de glQueryCounter.__doc__]
glReadBuffer(self, mode: int) glReadBuffer(self, mode: int) [extrait de glReadBuffer.__doc__]
glReleaseShaderCompiler(self) glReleaseShaderCompiler(self) [extrait de glReleaseShaderCompiler.__doc__]
glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) [extrait de glRenderbufferStorage.__doc__]
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__]
glResumeTransformFeedback(self) glResumeTransformFeedback(self) [extrait de glResumeTransformFeedback.__doc__]
glSampleCoverage(self, value: float, invert: int) glSampleCoverage(self, value: float, invert: int) [extrait de glSampleCoverage.__doc__]
glSampleMaski(self, index: int, mask: int) glSampleMaski(self, index: int, mask: int) [extrait de glSampleMaski.__doc__]
glSamplerParameterf(self, sampler: int, pname: int, param: float) glSamplerParameterf(self, sampler: int, pname: int, param: float) [extrait de glSamplerParameterf.__doc__]
glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) [extrait de glSamplerParameterfv.__doc__]
glSamplerParameteri(self, sampler: int, pname: int, param: int) glSamplerParameteri(self, sampler: int, pname: int, param: int) [extrait de glSamplerParameteri.__doc__]
glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) [extrait de glSamplerParameterIiv.__doc__]
glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) [extrait de glSamplerParameterIuiv.__doc__]
glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) [extrait de glSamplerParameteriv.__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__]
glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) [extrait de glScissorArrayv.__doc__]
glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) [extrait de glScissorIndexed.__doc__]
glScissorIndexedv(self, index: int, v: typing.Sequence[int]) glScissorIndexedv(self, index: int, v: typing.Sequence[int]) [extrait de glScissorIndexedv.__doc__]
glSecondaryColorP3ui(self, type: int, color: int) glSecondaryColorP3ui(self, type: int, color: int) [extrait de glSecondaryColorP3ui.__doc__]
glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) [extrait de glSecondaryColorP3uiv.__doc__]
glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) [extrait de glShaderBinary.__doc__]
glStencilFunc(self, func: int, ref: int, mask: int) glStencilFunc(self, func: int, ref: int, mask: int) [extrait de glStencilFunc.__doc__]
glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) [extrait de glStencilFuncSeparate.__doc__]
glStencilMask(self, mask: int) glStencilMask(self, mask: int) [extrait de glStencilMask.__doc__]
glStencilMaskSeparate(self, face: int, mask: int) glStencilMaskSeparate(self, face: int, mask: int) [extrait de glStencilMaskSeparate.__doc__]
glStencilOp(self, fail: int, zfail: int, zpass: int) glStencilOp(self, fail: int, zfail: int, zpass: int) [extrait de glStencilOp.__doc__]
glStencilOpSeparate(self, face: int, 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__]
glTexCoordP1ui(self, type: int, coords: int) glTexCoordP1ui(self, type: int, coords: int) [extrait de glTexCoordP1ui.__doc__]
glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) [extrait de glTexCoordP1uiv.__doc__]
glTexCoordP2ui(self, type: int, coords: int) glTexCoordP2ui(self, type: int, coords: int) [extrait de glTexCoordP2ui.__doc__]
glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) [extrait de glTexCoordP2uiv.__doc__]
glTexCoordP3ui(self, type: int, coords: int) glTexCoordP3ui(self, type: int, coords: int) [extrait de glTexCoordP3ui.__doc__]
glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) [extrait de glTexCoordP3uiv.__doc__]
glTexCoordP4ui(self, type: int, coords: int) glTexCoordP4ui(self, type: int, coords: int) [extrait de glTexCoordP4ui.__doc__]
glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) [extrait de glTexCoordP4uiv.__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__]
glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) [extrait de glTexImage2DMultisample.__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__]
glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) [extrait de glTexImage3DMultisample.__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__]
glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) [extrait de glTexStorage1D.__doc__]
glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) [extrait de glTexStorage2D.__doc__]
glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) [extrait de glTexStorage3D.__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__]
glUniform1d(self, location: int, x: float) glUniform1d(self, location: int, x: float) [extrait de glUniform1d.__doc__]
glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform1dv.__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__]
glUniform2d(self, location: int, x: float, y: float) glUniform2d(self, location: int, x: float, y: float) [extrait de glUniform2d.__doc__]
glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform2dv.__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__]
glUniform3d(self, location: int, x: float, y: float, z: float) glUniform3d(self, location: int, x: float, y: float, z: float) [extrait de glUniform3d.__doc__]
glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform3dv.__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__]
glUniform4d(self, location: int, x: float, y: float, z: float, w: float) glUniform4d(self, location: int, x: float, y: float, z: float, w: float) [extrait de glUniform4d.__doc__]
glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) [extrait de glUniform4dv.__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__]
glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2dv.__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__]
glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2x3dv.__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__]
glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix2x4dv.__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__]
glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3dv.__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__]
glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3x2dv.__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__]
glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix3x4dv.__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__]
glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4dv.__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__]
glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4x2dv.__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__]
glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) [extrait de glUniformMatrix4x3dv.__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__]
glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) [extrait de glUniformSubroutinesuiv.__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__]
glUseProgramStages(self, pipeline: int, stages: int, program: int) glUseProgramStages(self, pipeline: int, stages: int, program: int) [extrait de glUseProgramStages.__doc__]
glValidateProgram(self, program: int) glValidateProgram(self, program: int) [extrait de glValidateProgram.__doc__]
glValidateProgramPipeline(self, pipeline: int) glValidateProgramPipeline(self, pipeline: int) [extrait de glValidateProgramPipeline.__doc__]
glVertexAttribDivisor(self, index: int, divisor: int) glVertexAttribDivisor(self, index: int, divisor: int) [extrait de glVertexAttribDivisor.__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__]
glVertexAttribL1d(self, index: int, x: float) glVertexAttribL1d(self, index: int, x: float) [extrait de glVertexAttribL1d.__doc__]
glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttribL1dv.__doc__]
glVertexAttribL2d(self, index: int, x: float, y: float) glVertexAttribL2d(self, index: int, x: float, y: float) [extrait de glVertexAttribL2d.__doc__]
glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttribL2dv.__doc__]
glVertexAttribL3d(self, index: int, x: float, y: float, z: float) glVertexAttribL3d(self, index: int, x: float, y: float, z: float) [extrait de glVertexAttribL3d.__doc__]
glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttribL3dv.__doc__]
glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) [extrait de glVertexAttribL4d.__doc__]
glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) [extrait de glVertexAttribL4dv.__doc__]
glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) [extrait de glVertexAttribLPointer.__doc__]
glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) [extrait de glVertexAttribP1ui.__doc__]
glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) [extrait de glVertexAttribP1uiv.__doc__]
glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) [extrait de glVertexAttribP2ui.__doc__]
glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) [extrait de glVertexAttribP2uiv.__doc__]
glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) [extrait de glVertexAttribP3ui.__doc__]
glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) [extrait de glVertexAttribP3uiv.__doc__]
glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) [extrait de glVertexAttribP4ui.__doc__]
glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) [extrait de glVertexAttribP4uiv.__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__]
glVertexP2ui(self, type: int, value: int) glVertexP2ui(self, type: int, value: int) [extrait de glVertexP2ui.__doc__]
glVertexP2uiv(self, type: int, value: typing.Sequence[int]) glVertexP2uiv(self, type: int, value: typing.Sequence[int]) [extrait de glVertexP2uiv.__doc__]
glVertexP3ui(self, type: int, value: int) glVertexP3ui(self, type: int, value: int) [extrait de glVertexP3ui.__doc__]
glVertexP3uiv(self, type: int, value: typing.Sequence[int]) glVertexP3uiv(self, type: int, value: typing.Sequence[int]) [extrait de glVertexP3uiv.__doc__]
glVertexP4ui(self, type: int, value: int) glVertexP4ui(self, type: int, value: int) [extrait de glVertexP4ui.__doc__]
glVertexP4uiv(self, type: int, value: typing.Sequence[int]) glVertexP4uiv(self, type: int, value: typing.Sequence[int]) [extrait de glVertexP4uiv.__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__]
glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) [extrait de glViewportArrayv.__doc__]
glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) [extrait de glViewportIndexedf.__doc__]
glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) [extrait de glViewportIndexedfv.__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__