Participer au site avec un Tip
Rechercher
 

Améliorations / Corrections

Vous avez des améliorations (ou des corrections) à proposer pour ce document : je vous remerçie par avance de m'en faire part, cela m'aide à améliorer le site.

Emplacement :

Description des améliorations :

Module « PySide6.QtGui »

Classe « QOpenGLExtraFunctions »

Informations générales

Héritage

builtins.object
    Object
        QOpenGLFunctions
            QOpenGLExtraFunctions

Définition

class QOpenGLExtraFunctions(QOpenGLFunctions):

Description [extrait de QOpenGLExtraFunctions.__doc__]

QOpenGLExtraFunctions(self) -> None
QOpenGLExtraFunctions(self, context: PySide6.QtGui.QOpenGLContext) -> None

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__]

Liste des attributs statiques

Nom de l'attribut Valeur
BlendColorPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendColor
BlendEquationPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquation
BlendEquationAdvancedPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquationAdvanced
BlendEquationSeparatePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendEquationSeparate
BlendFuncSeparatePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendFuncSeparate
BlendSubtractPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.BlendSubtract
BuffersPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.Buffers
CompressedTexturesPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.CompressedTextures
FixedFunctionPipelinePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.FixedFunctionPipeline
FramebuffersPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.Framebuffers
MultipleRenderTargetsPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.MultipleRenderTargets
MultisamplePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.Multisample
MultitexturePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.Multitexture
NPOTTextureRepeatPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.NPOTTextureRepeat
NPOTTexturesPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.NPOTTextures
ShadersPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.Shaders
StencilSeparatePySide6.QtGui.QOpenGLFunctions.OpenGLFeature.StencilSeparate
TextureRGFormatsPySide6.QtGui.QOpenGLFunctions.OpenGLFeature.TextureRGFormats

Liste des opérateurs

Opérateurs hérités de la classe object

__eq__, __ge__, __gt__, __le__, __lt__, __ne__

Liste des méthodes

Toutes les méthodes Méthodes d'instance Méthodes statiques Méthodes dépréciées
Signature de la méthodeDescription
glActiveShaderProgram(self, pipeline: int, program: int) -> None glActiveShaderProgram(self, pipeline: int, program: int) -> None [extrait de glActiveShaderProgram.__doc__]
glBeginQuery(self, target: int, id: int) -> None glBeginQuery(self, target: int, id: int) -> None [extrait de glBeginQuery.__doc__]
glBeginTransformFeedback(self, primitiveMode: int) -> None glBeginTransformFeedback(self, primitiveMode: int) -> None [extrait de glBeginTransformFeedback.__doc__]
glBindBufferBase(self, target: int, index: int, buffer: int) -> None glBindBufferBase(self, target: int, index: int, buffer: int) -> None [extrait de glBindBufferBase.__doc__]
glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None [extrait de glBindImageTexture.__doc__]
glBindProgramPipeline(self, pipeline: int) -> None glBindProgramPipeline(self, pipeline: int) -> None [extrait de glBindProgramPipeline.__doc__]
glBindSampler(self, unit: int, sampler: int) -> None glBindSampler(self, unit: int, sampler: int) -> None [extrait de glBindSampler.__doc__]
glBindTransformFeedback(self, target: int, id: int) -> None glBindTransformFeedback(self, target: int, id: int) -> None [extrait de glBindTransformFeedback.__doc__]
glBindVertexArray(self, array: int) -> None glBindVertexArray(self, array: int) -> None [extrait de glBindVertexArray.__doc__]
glBlendBarrier(self) -> None glBlendBarrier(self) -> None [extrait de glBlendBarrier.__doc__]
glBlendEquationi(self, buf: int, mode: int) -> None glBlendEquationi(self, buf: int, mode: int) -> None [extrait de glBlendEquationi.__doc__]
glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None [extrait de glBlendEquationSeparatei.__doc__]
glBlendFunci(self, buf: int, src: int, dst: int) -> None glBlendFunci(self, buf: int, src: int, dst: int) -> None [extrait de glBlendFunci.__doc__]
glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None [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) -> None glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None [extrait de glBlitFramebuffer.__doc__]
glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None [extrait de glClearBufferfi.__doc__]
glClearBufferfv(self, buffer: int, drawbuffer: int, value: Sequence[float]) -> None glClearBufferfv(self, buffer: int, drawbuffer: int, value: Sequence[float]) -> None [extrait de glClearBufferfv.__doc__]
glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearBufferiv.__doc__]
glClearBufferuiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearBufferuiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearBufferuiv.__doc__]
glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None [extrait de glColorMaski.__doc__]
glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None [extrait de glCompressedTexImage3D.__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) -> None glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTexSubImage3D.__doc__]
glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None [extrait de glCopyImageSubData.__doc__]
glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTexSubImage3D.__doc__]
glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: Sequence[int], enabled: int) -> None glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: Sequence[int], enabled: int) -> None [extrait de glDebugMessageControl.__doc__]
glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None [extrait de glDebugMessageInsert.__doc__]
glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None [extrait de glDeleteProgramPipelines.__doc__]
glDeleteQueries(self, n: int, ids: Sequence[int]) -> None glDeleteQueries(self, n: int, ids: Sequence[int]) -> None [extrait de glDeleteQueries.__doc__]
glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None [extrait de glDeleteSamplers.__doc__]
glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None [extrait de glDeleteTransformFeedbacks.__doc__]
glDeleteVertexArrays(self, n: int, arrays: Sequence[int]) -> None glDeleteVertexArrays(self, n: int, arrays: Sequence[int]) -> None [extrait de glDeleteVertexArrays.__doc__]
glDisablei(self, target: int, index: int) -> None glDisablei(self, target: int, index: int) -> None [extrait de glDisablei.__doc__]
glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None [extrait de glDispatchCompute.__doc__]
glDrawArraysIndirect(self, mode: int, indirect: int) -> None glDrawArraysIndirect(self, mode: int, indirect: int) -> None [extrait de glDrawArraysIndirect.__doc__]
glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None [extrait de glDrawArraysInstanced.__doc__]
glDrawBuffers(self, n: int, bufs: Sequence[int]) -> None glDrawBuffers(self, n: int, bufs: Sequence[int]) -> None [extrait de glDrawBuffers.__doc__]
glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None [extrait de glDrawElementsBaseVertex.__doc__]
glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None [extrait de glDrawElementsIndirect.__doc__]
glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None [extrait de glDrawElementsInstanced.__doc__]
glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None [extrait de glDrawElementsInstancedBaseVertex.__doc__]
glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None [extrait de glDrawRangeElements.__doc__]
glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None [extrait de glDrawRangeElementsBaseVertex.__doc__]
glEnablei(self, target: int, index: int) -> None glEnablei(self, target: int, index: int) -> None [extrait de glEnablei.__doc__]
glEndQuery(self, target: int) -> None glEndQuery(self, target: int) -> None [extrait de glEndQuery.__doc__]
glFramebufferParameteri(self, target: int, pname: int, param: int) -> None glFramebufferParameteri(self, target: int, pname: int, param: int) -> None [extrait de glFramebufferParameteri.__doc__]
glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None [extrait de glFramebufferTexture.__doc__]
glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None [extrait de glFramebufferTextureLayer.__doc__]
glGenProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None glGenProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None [extrait de glGenProgramPipelines.__doc__]
glGenQueries(self, n: int, ids: Sequence[int]) -> None glGenQueries(self, n: int, ids: Sequence[int]) -> None [extrait de glGenQueries.__doc__]
glGenSamplers(self, count: int, samplers: Sequence[int]) -> None glGenSamplers(self, count: int, samplers: Sequence[int]) -> None [extrait de glGenSamplers.__doc__]
glGenTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None glGenTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None [extrait de glGenTransformFeedbacks.__doc__]
glGenVertexArrays(self, n: int, arrays: Sequence[int]) -> None glGenVertexArrays(self, n: int, arrays: Sequence[int]) -> None [extrait de glGenVertexArrays.__doc__]
glGetActiveUniformBlockiv(self, program: int, uniformBlockIndex: int, pname: int, params: Sequence[int]) -> None glGetActiveUniformBlockiv(self, program: int, uniformBlockIndex: int, pname: int, params: Sequence[int]) -> None [extrait de glGetActiveUniformBlockiv.__doc__]
glGetActiveUniformsiv(self, program: int, uniformCount: int, uniformIndices: Sequence[int], pname: int, params: Sequence[int]) -> None glGetActiveUniformsiv(self, program: int, uniformCount: int, uniformIndices: Sequence[int], pname: int, params: Sequence[int]) -> None [extrait de glGetActiveUniformsiv.__doc__]
glGetFragDataLocation(self, program: int, name: bytes) -> int glGetFragDataLocation(self, program: int, name: bytes) -> int [extrait de glGetFragDataLocation.__doc__]
glGetFramebufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None glGetFramebufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetFramebufferParameteriv.__doc__]
glGetGraphicsResetStatus(self) -> int glGetGraphicsResetStatus(self) -> int [extrait de glGetGraphicsResetStatus.__doc__]
glGetIntegeri_v(self, target: int, index: int, data: Sequence[int]) -> None glGetIntegeri_v(self, target: int, index: int, data: Sequence[int]) -> None [extrait de glGetIntegeri_v.__doc__]
glGetInternalformativ(self, target: int, internalformat: int, pname: int, bufSize: int, params: Sequence[int]) -> None glGetInternalformativ(self, target: int, internalformat: int, pname: int, bufSize: int, params: Sequence[int]) -> None [extrait de glGetInternalformativ.__doc__]
glGetMultisamplefv(self, pname: int, index: int, val: Sequence[float]) -> None glGetMultisamplefv(self, pname: int, index: int, val: Sequence[float]) -> None [extrait de glGetMultisamplefv.__doc__]
glGetnUniformfv(self, program: int, location: int, bufSize: int) -> float glGetnUniformfv(self, program: int, location: int, bufSize: int) -> float [extrait de glGetnUniformfv.__doc__]
glGetnUniformiv(self, program: int, location: int, bufSize: int, params: Sequence[int]) -> None glGetnUniformiv(self, program: int, location: int, bufSize: int, params: Sequence[int]) -> None [extrait de glGetnUniformiv.__doc__]
glGetnUniformuiv(self, program: int, location: int, bufSize: int, params: Sequence[int]) -> None glGetnUniformuiv(self, program: int, location: int, bufSize: int, params: Sequence[int]) -> None [extrait de glGetnUniformuiv.__doc__]
glGetProgramInterfaceiv(self, program: int, programInterface: int, pname: int, params: Sequence[int]) -> None glGetProgramInterfaceiv(self, program: int, programInterface: int, pname: int, params: Sequence[int]) -> None [extrait de glGetProgramInterfaceiv.__doc__]
glGetProgramPipelineiv(self, pipeline: int, pname: int, params: Sequence[int]) -> None glGetProgramPipelineiv(self, pipeline: int, pname: int, params: Sequence[int]) -> None [extrait de glGetProgramPipelineiv.__doc__]
glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int [extrait de glGetProgramResourceIndex.__doc__]
glGetProgramResourceiv(self, program: int, programInterface: int, index: int, propCount: int, props: Sequence[int], bufSize: int, length: Sequence[int], params: Sequence[int]) -> None glGetProgramResourceiv(self, program: int, programInterface: int, index: int, propCount: int, props: Sequence[int], bufSize: int, length: Sequence[int], params: Sequence[int]) -> None [extrait de glGetProgramResourceiv.__doc__]
glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int [extrait de glGetProgramResourceLocation.__doc__]
glGetQueryiv(self, target: int, pname: int, params: Sequence[int]) -> None glGetQueryiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetQueryiv.__doc__]
glGetQueryObjectuiv(self, id: int, pname: int, params: Sequence[int]) -> None glGetQueryObjectuiv(self, id: int, pname: int, params: Sequence[int]) -> None [extrait de glGetQueryObjectuiv.__doc__]
glGetSamplerParameterfv(self, sampler: int, pname: int, params: Sequence[float]) -> None glGetSamplerParameterfv(self, sampler: int, pname: int, params: Sequence[float]) -> None [extrait de glGetSamplerParameterfv.__doc__]
glGetSamplerParameterIiv(self, sampler: int, pname: int, params: Sequence[int]) -> None glGetSamplerParameterIiv(self, sampler: int, pname: int, params: Sequence[int]) -> None [extrait de glGetSamplerParameterIiv.__doc__]
glGetSamplerParameterIuiv(self, sampler: int, pname: int, params: Sequence[int]) -> None glGetSamplerParameterIuiv(self, sampler: int, pname: int, params: Sequence[int]) -> None [extrait de glGetSamplerParameterIuiv.__doc__]
glGetSamplerParameteriv(self, sampler: int, pname: int, params: Sequence[int]) -> None glGetSamplerParameteriv(self, sampler: int, pname: int, params: Sequence[int]) -> None [extrait de glGetSamplerParameteriv.__doc__]
glGetStringi(self, name: int, index: int) -> str glGetStringi(self, name: int, index: int) -> str [extrait de glGetStringi.__doc__]
glGetTexLevelParameterfv(self, target: int, level: int, pname: int, params: Sequence[float]) -> None glGetTexLevelParameterfv(self, target: int, level: int, pname: int, params: Sequence[float]) -> None [extrait de glGetTexLevelParameterfv.__doc__]
glGetTexLevelParameteriv(self, target: int, level: int, pname: int, params: Sequence[int]) -> None glGetTexLevelParameteriv(self, target: int, level: int, pname: int, params: Sequence[int]) -> None [extrait de glGetTexLevelParameteriv.__doc__]
glGetTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None glGetTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetTexParameterIiv.__doc__]
glGetTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None glGetTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetTexParameterIuiv.__doc__]
glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int [extrait de glGetUniformBlockIndex.__doc__]
glGetUniformuiv(self, program: int, location: int, params: Sequence[int]) -> None glGetUniformuiv(self, program: int, location: int, params: Sequence[int]) -> None [extrait de glGetUniformuiv.__doc__]
glGetVertexAttribIiv(self, index: int, pname: int, params: Sequence[int]) -> None glGetVertexAttribIiv(self, index: int, pname: int, params: Sequence[int]) -> None [extrait de glGetVertexAttribIiv.__doc__]
glGetVertexAttribIuiv(self, index: int, pname: int, params: Sequence[int]) -> None glGetVertexAttribIuiv(self, index: int, pname: int, params: Sequence[int]) -> None [extrait de glGetVertexAttribIuiv.__doc__]
glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None [extrait de glInvalidateFramebuffer.__doc__]
glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None [extrait de glInvalidateSubFramebuffer.__doc__]
glIsEnabledi(self, target: int, index: int) -> int glIsEnabledi(self, target: int, index: int) -> int [extrait de glIsEnabledi.__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__]
glIsSampler(self, sampler: int) -> int glIsSampler(self, sampler: int) -> int [extrait de glIsSampler.__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__]
glMemoryBarrier(self, barriers: int) -> None glMemoryBarrier(self, barriers: int) -> None [extrait de glMemoryBarrier.__doc__]
glMemoryBarrierByRegion(self, barriers: int) -> None glMemoryBarrierByRegion(self, barriers: int) -> None [extrait de glMemoryBarrierByRegion.__doc__]
glMinSampleShading(self, value: float) -> None glMinSampleShading(self, value: float) -> None [extrait de glMinSampleShading.__doc__]
glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None [extrait de glObjectLabel.__doc__]
glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None [extrait de glObjectPtrLabel.__doc__]
glPatchParameteri(self, pname: int, value: int) -> None glPatchParameteri(self, pname: int, value: int) -> None [extrait de glPatchParameteri.__doc__]
glPopDebugGroup(self) -> None glPopDebugGroup(self) -> None [extrait de glPopDebugGroup.__doc__]
glPrimitiveBoundingBox(self, minX: float, minY: float, minZ: float, minW: float, maxX: float, maxY: float, maxZ: float, maxW: float) -> None glPrimitiveBoundingBox(self, minX: float, minY: float, minZ: float, minW: float, maxX: float, maxY: float, maxZ: float, maxW: float) -> None [extrait de glPrimitiveBoundingBox.__doc__]
glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None [extrait de glProgramBinary.__doc__]
glProgramParameteri(self, program: int, pname: int, value: int) -> None glProgramParameteri(self, program: int, pname: int, value: int) -> None [extrait de glProgramParameteri.__doc__]
glProgramUniform1f(self, program: int, location: int, v0: float) -> None glProgramUniform1f(self, program: int, location: int, v0: float) -> None [extrait de glProgramUniform1f.__doc__]
glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform1fv.__doc__]
glProgramUniform1i(self, program: int, location: int, v0: int) -> None glProgramUniform1i(self, program: int, location: int, v0: int) -> None [extrait de glProgramUniform1i.__doc__]
glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform1iv.__doc__]
glProgramUniform1ui(self, program: int, location: int, v0: int) -> None glProgramUniform1ui(self, program: int, location: int, v0: int) -> None [extrait de glProgramUniform1ui.__doc__]
glProgramUniform1uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform1uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform1uiv.__doc__]
glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None [extrait de glProgramUniform2f.__doc__]
glProgramUniform2fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform2fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform2fv.__doc__]
glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None [extrait de glProgramUniform2i.__doc__]
glProgramUniform2iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform2iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform2iv.__doc__]
glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None [extrait de glProgramUniform2ui.__doc__]
glProgramUniform2uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform2uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform2uiv.__doc__]
glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None [extrait de glProgramUniform3f.__doc__]
glProgramUniform3fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform3fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform3fv.__doc__]
glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None [extrait de glProgramUniform3i.__doc__]
glProgramUniform3iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform3iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform3iv.__doc__]
glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None [extrait de glProgramUniform3ui.__doc__]
glProgramUniform3uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform3uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform3uiv.__doc__]
glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None [extrait de glProgramUniform4f.__doc__]
glProgramUniform4fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform4fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform4fv.__doc__]
glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glProgramUniform4i.__doc__]
glProgramUniform4iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform4iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform4iv.__doc__]
glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glProgramUniform4ui.__doc__]
glProgramUniform4uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform4uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform4uiv.__doc__]
glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2fv.__doc__]
glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x3fv.__doc__]
glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x4fv.__doc__]
glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3fv.__doc__]
glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x2fv.__doc__]
glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x4fv.__doc__]
glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4fv.__doc__]
glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x2fv.__doc__]
glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x3fv.__doc__]
glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None [extrait de glPushDebugGroup.__doc__]
glReadBuffer(self, mode: int) -> None glReadBuffer(self, mode: int) -> None [extrait de glReadBuffer.__doc__]
glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None [extrait de glReadnPixels.__doc__]
glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None [extrait de glRenderbufferStorageMultisample.__doc__]
glSampleMaski(self, maskNumber: int, mask: int) -> None glSampleMaski(self, maskNumber: int, mask: int) -> None [extrait de glSampleMaski.__doc__]
glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None [extrait de glSamplerParameterf.__doc__]
glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None [extrait de glSamplerParameterfv.__doc__]
glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None [extrait de glSamplerParameteri.__doc__]
glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameterIiv.__doc__]
glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameterIuiv.__doc__]
glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameteriv.__doc__]
glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None [extrait de glTexBuffer.__doc__]
glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage3D.__doc__]
glTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None glTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexParameterIiv.__doc__]
glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexParameterIuiv.__doc__]
glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None [extrait de glTexStorage2D.__doc__]
glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None [extrait de glTexStorage2DMultisample.__doc__]
glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None [extrait de glTexStorage3D.__doc__]
glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None [extrait de glTexStorage3DMultisample.__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) -> None glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None [extrait de glTexSubImage3D.__doc__]
glUniform1ui(self, location: int, v0: int) -> None glUniform1ui(self, location: int, v0: int) -> None [extrait de glUniform1ui.__doc__]
glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform1uiv.__doc__]
glUniform2ui(self, location: int, v0: int, v1: int) -> None glUniform2ui(self, location: int, v0: int, v1: int) -> None [extrait de glUniform2ui.__doc__]
glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform2uiv.__doc__]
glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None [extrait de glUniform3ui.__doc__]
glUniform3uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform3uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform3uiv.__doc__]
glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glUniform4ui.__doc__]
glUniform4uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform4uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform4uiv.__doc__]
glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None [extrait de glUniformBlockBinding.__doc__]
glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x3fv.__doc__]
glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x4fv.__doc__]
glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x2fv.__doc__]
glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x4fv.__doc__]
glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x2fv.__doc__]
glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x3fv.__doc__]
glUnmapBuffer(self, target: int) -> int glUnmapBuffer(self, target: int) -> int [extrait de glUnmapBuffer.__doc__]
glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None [extrait de glUseProgramStages.__doc__]
glValidateProgramPipeline(self, pipeline: int) -> None glValidateProgramPipeline(self, pipeline: int) -> None [extrait de glValidateProgramPipeline.__doc__]
glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None [extrait de glVertexAttribBinding.__doc__]
glVertexAttribDivisor(self, index: int, divisor: int) -> None glVertexAttribDivisor(self, index: int, divisor: int) -> None [extrait de glVertexAttribDivisor.__doc__]
glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None [extrait de glVertexAttribFormat.__doc__]
glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttribI4i.__doc__]
glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4iv.__doc__]
glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttribI4ui.__doc__]
glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4uiv.__doc__]
glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None [extrait de glVertexAttribIFormat.__doc__]
glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None [extrait de glVertexAttribIPointer.__doc__]
glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None [extrait de glVertexBindingDivisor.__doc__]

Méthodes héritées de la classe QOpenGLFunctions

__init_subclass__, __subclasshook__, glActiveTexture, glAttachShader, glBindAttribLocation, glBindBuffer, glBindFramebuffer, glBindRenderbuffer, glBindTexture, glBlendColor, glBlendEquation, glBlendEquationSeparate, glBlendFunc, glBlendFuncSeparate, glCheckFramebufferStatus, glClear, glClearColor, glClearDepthf, glClearStencil, glColorMask, glCompileShader, glCompressedTexImage2D, glCompressedTexSubImage2D, glCopyTexImage2D, glCopyTexSubImage2D, glCreateProgram, glCreateShader, glCullFace, glDeleteBuffers, glDeleteFramebuffers, glDeleteProgram, glDeleteRenderbuffers, glDeleteShader, glDeleteTextures, glDepthFunc, glDepthMask, glDepthRangef, glDetachShader, glDisable, glDisableVertexAttribArray, glDrawArrays, glDrawElements, glEnable, glEnableVertexAttribArray, glFinish, glFlush, glFramebufferRenderbuffer, glFramebufferTexture2D, glFrontFace, glGenBuffers, glGenerateMipmap, glGenFramebuffers, glGenRenderbuffers, glGenTextures, glGetAttachedShaders, glGetAttribLocation, glGetBufferParameteriv, glGetError, glGetFloatv, glGetFramebufferAttachmentParameteriv, glGetIntegerv, glGetProgramiv, glGetRenderbufferParameteriv, glGetShaderiv, glGetShaderPrecisionFormat, glGetShaderSource, glGetString, glGetTexParameterfv, glGetTexParameteriv, glGetUniformfv, glGetUniformiv, glGetUniformLocation, glGetVertexAttribfv, glGetVertexAttribiv, glHint, glIsBuffer, glIsEnabled, glIsFramebuffer, glIsProgram, glIsRenderbuffer, glIsShader, glIsTexture, glLineWidth, glLinkProgram, glPixelStorei, glPolygonOffset, glReadPixels, glReleaseShaderCompiler, glRenderbufferStorage, glSampleCoverage, glScissor, glShaderBinary, glShaderSource, glStencilFunc, glStencilFuncSeparate, glStencilMask, glStencilMaskSeparate, glStencilOp, glStencilOpSeparate, glTexImage2D, glTexParameterf, glTexParameterfv, glTexParameteri, glTexParameteriv, glTexSubImage2D, glUniform1f, glUniform1fv, glUniform1i, glUniform1iv, glUniform2f, glUniform2fv, glUniform2i, glUniform2iv, glUniform3f, glUniform3fv, glUniform3i, glUniform3iv, glUniform4f, glUniform4fv, glUniform4i, glUniform4iv, glUniformMatrix2fv, glUniformMatrix3fv, glUniformMatrix4fv, glUseProgram, glValidateProgram, glVertexAttrib1f, glVertexAttrib1fv, glVertexAttrib2f, glVertexAttrib2fv, glVertexAttrib3f, glVertexAttrib3fv, glVertexAttrib4f, glVertexAttrib4fv, glVertexAttribPointer, glViewport, hasOpenGLFeature, initializeOpenGLFunctions, OpenGLFeature, OpenGLFeatures, openGLFeatures

Méthodes héritées de la classe Object

__delattr__, __getattribute__, __init_subclass__, __setattr__, __subclasshook__

Méthodes héritées de la classe object

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