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__] |
Améliorations / Corrections
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