glActiveTexture(self, texture: int) -> None |
glActiveTexture(self, texture: int) -> None [extrait de glActiveTexture.__doc__] |
glAttachShader(self, program: int, shader: int) -> None |
glAttachShader(self, program: int, shader: int) -> None [extrait de glAttachShader.__doc__] |
glBindAttribLocation(self, program: int, index: int, name: bytes) -> None |
glBindAttribLocation(self, program: int, index: int, name: bytes) -> None [extrait de glBindAttribLocation.__doc__] |
glBindBuffer(self, target: int, buffer: int) -> None |
glBindBuffer(self, target: int, buffer: int) -> None [extrait de glBindBuffer.__doc__] |
glBindFramebuffer(self, target: int, framebuffer: int) -> None |
glBindFramebuffer(self, target: int, framebuffer: int) -> None [extrait de glBindFramebuffer.__doc__] |
glBindRenderbuffer(self, target: int, renderbuffer: int) -> None |
glBindRenderbuffer(self, target: int, renderbuffer: int) -> None [extrait de glBindRenderbuffer.__doc__] |
glBindTexture(self, target: int, texture: int) -> None |
glBindTexture(self, target: int, texture: int) -> None [extrait de glBindTexture.__doc__] |
glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None |
glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glBlendColor.__doc__] |
glBlendEquation(self, mode: int) -> None |
glBlendEquation(self, mode: int) -> None [extrait de glBlendEquation.__doc__] |
glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None |
glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None [extrait de glBlendEquationSeparate.__doc__] |
glBlendFunc(self, sfactor: int, dfactor: int) -> None |
glBlendFunc(self, sfactor: int, dfactor: int) -> None [extrait de glBlendFunc.__doc__] |
glBlendFuncSeparate(self, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None |
glBlendFuncSeparate(self, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None [extrait de glBlendFuncSeparate.__doc__] |
glCheckFramebufferStatus(self, target: int) -> int |
glCheckFramebufferStatus(self, target: int) -> int [extrait de glCheckFramebufferStatus.__doc__] |
glClear(self, mask: int) -> None |
glClear(self, mask: int) -> None [extrait de glClear.__doc__] |
glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None |
glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glClearColor.__doc__] |
glClearDepthf(self, depth: float) -> None |
glClearDepthf(self, depth: float) -> None [extrait de glClearDepthf.__doc__] |
glClearStencil(self, s: int) -> None |
glClearStencil(self, s: int) -> None [extrait de glClearStencil.__doc__] |
glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None |
glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColorMask.__doc__] |
glCompileShader(self, shader: int) -> None |
glCompileShader(self, shader: int) -> None [extrait de glCompileShader.__doc__] |
glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None |
glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None [extrait de glCompressedTexImage2D.__doc__] |
glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None |
glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTexSubImage2D.__doc__] |
glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None |
glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None [extrait de glCopyTexImage2D.__doc__] |
glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None |
glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTexSubImage2D.__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) -> None |
glCullFace(self, mode: int) -> None [extrait de glCullFace.__doc__] |
glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None |
glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None [extrait de glDeleteBuffers.__doc__] |
glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None |
glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None [extrait de glDeleteFramebuffers.__doc__] |
glDeleteProgram(self, program: int) -> None |
glDeleteProgram(self, program: int) -> None [extrait de glDeleteProgram.__doc__] |
glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None |
glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None [extrait de glDeleteRenderbuffers.__doc__] |
glDeleteShader(self, shader: int) -> None |
glDeleteShader(self, shader: int) -> None [extrait de glDeleteShader.__doc__] |
glDeleteTextures(self, n: int, textures: Sequence[int]) -> None |
glDeleteTextures(self, n: int, textures: Sequence[int]) -> None [extrait de glDeleteTextures.__doc__] |
glDepthFunc(self, func: int) -> None |
glDepthFunc(self, func: int) -> None [extrait de glDepthFunc.__doc__] |
glDepthMask(self, flag: int) -> None |
glDepthMask(self, flag: int) -> None [extrait de glDepthMask.__doc__] |
glDepthRangef(self, zNear: float, zFar: float) -> None |
glDepthRangef(self, zNear: float, zFar: float) -> None [extrait de glDepthRangef.__doc__] |
glDetachShader(self, program: int, shader: int) -> None |
glDetachShader(self, program: int, shader: int) -> None [extrait de glDetachShader.__doc__] |
glDisable(self, cap: int) -> None |
glDisable(self, cap: int) -> None [extrait de glDisable.__doc__] |
glDisableVertexAttribArray(self, index: int) -> None |
glDisableVertexAttribArray(self, index: int) -> None [extrait de glDisableVertexAttribArray.__doc__] |
glDrawArrays(self, mode: int, first: int, count: int) -> None |
glDrawArrays(self, mode: int, first: int, count: int) -> None [extrait de glDrawArrays.__doc__] |
glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None |
glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None [extrait de glDrawElements.__doc__] |
glEnable(self, cap: int) -> None |
glEnable(self, cap: int) -> None [extrait de glEnable.__doc__] |
glEnableVertexAttribArray(self, index: int) -> None |
glEnableVertexAttribArray(self, index: int) -> None [extrait de glEnableVertexAttribArray.__doc__] |
glFinish(self) -> None |
glFinish(self) -> None [extrait de glFinish.__doc__] |
glFlush(self) -> None |
glFlush(self) -> None [extrait de glFlush.__doc__] |
glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None |
glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None [extrait de glFramebufferRenderbuffer.__doc__] |
glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None |
glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None [extrait de glFramebufferTexture2D.__doc__] |
glFrontFace(self, mode: int) -> None |
glFrontFace(self, mode: int) -> None [extrait de glFrontFace.__doc__] |
glGenBuffers(self, n: int, buffers: Sequence[int]) -> None |
glGenBuffers(self, n: int, buffers: Sequence[int]) -> None [extrait de glGenBuffers.__doc__] |
glGenerateMipmap(self, target: int) -> None |
glGenerateMipmap(self, target: int) -> None [extrait de glGenerateMipmap.__doc__] |
glGenFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None |
glGenFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None [extrait de glGenFramebuffers.__doc__] |
glGenRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None |
glGenRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None [extrait de glGenRenderbuffers.__doc__] |
glGenTextures(self, n: int, textures: Sequence[int]) -> None |
glGenTextures(self, n: int, textures: Sequence[int]) -> None [extrait de glGenTextures.__doc__] |
glGetAttachedShaders(self, program: int, maxcount: int, count: Sequence[int], shaders: Sequence[int]) -> None |
glGetAttachedShaders(self, program: int, maxcount: int, count: Sequence[int], shaders: Sequence[int]) -> None [extrait de glGetAttachedShaders.__doc__] |
glGetAttribLocation(self, program: int, name: bytes) -> int |
glGetAttribLocation(self, program: int, name: bytes) -> int [extrait de glGetAttribLocation.__doc__] |
glGetBufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glGetBufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetBufferParameteriv.__doc__] |
glGetError(self) -> int |
glGetError(self) -> int [extrait de glGetError.__doc__] |
glGetFloatv(self, pname: int, params: Sequence[float]) -> None |
glGetFloatv(self, pname: int, params: Sequence[float]) -> None [extrait de glGetFloatv.__doc__] |
glGetFramebufferAttachmentParameteriv(self, target: int, attachment: int, pname: int, params: Sequence[int]) -> None |
glGetFramebufferAttachmentParameteriv(self, target: int, attachment: int, pname: int, params: Sequence[int]) -> None [extrait de glGetFramebufferAttachmentParameteriv.__doc__] |
glGetIntegerv(self, pname: int, params: Sequence[int]) -> None |
glGetIntegerv(self, pname: int, params: Sequence[int]) -> None [extrait de glGetIntegerv.__doc__] |
glGetProgramiv(self, program: int, pname: int, params: Sequence[int]) -> None |
glGetProgramiv(self, program: int, pname: int, params: Sequence[int]) -> None [extrait de glGetProgramiv.__doc__] |
glGetRenderbufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glGetRenderbufferParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetRenderbufferParameteriv.__doc__] |
glGetShaderiv(self, shader: int, pname: int, params: Sequence[int]) -> None |
glGetShaderiv(self, shader: int, pname: int, params: Sequence[int]) -> None [extrait de glGetShaderiv.__doc__] |
glGetShaderPrecisionFormat(self, shadertype: int, precisiontype: int, range: Sequence[int], precision: Sequence[int]) -> None |
glGetShaderPrecisionFormat(self, shadertype: int, precisiontype: int, range: Sequence[int], precision: Sequence[int]) -> None [extrait de glGetShaderPrecisionFormat.__doc__] |
glGetShaderSource(self, shader: int) -> bytes |
glGetShaderSource(self, shader: int) -> bytes [extrait de glGetShaderSource.__doc__] |
glGetString(self, name: int) -> str |
glGetString(self, name: int) -> str [extrait de glGetString.__doc__] |
glGetTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glGetTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glGetTexParameterfv.__doc__] |
glGetTexParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glGetTexParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glGetTexParameteriv.__doc__] |
glGetUniformfv(self, program: int, location: int, params: Sequence[float]) -> None |
glGetUniformfv(self, program: int, location: int, params: Sequence[float]) -> None [extrait de glGetUniformfv.__doc__] |
glGetUniformiv(self, program: int, location: int, params: Sequence[int]) -> None |
glGetUniformiv(self, program: int, location: int, params: Sequence[int]) -> None [extrait de glGetUniformiv.__doc__] |
glGetUniformLocation(self, program: int, name: bytes) -> int |
glGetUniformLocation(self, program: int, name: bytes) -> int [extrait de glGetUniformLocation.__doc__] |
glGetVertexAttribfv(self, index: int, pname: int, params: Sequence[float]) -> None |
glGetVertexAttribfv(self, index: int, pname: int, params: Sequence[float]) -> None [extrait de glGetVertexAttribfv.__doc__] |
glGetVertexAttribiv(self, index: int, pname: int, params: Sequence[int]) -> None |
glGetVertexAttribiv(self, index: int, pname: int, params: Sequence[int]) -> None [extrait de glGetVertexAttribiv.__doc__] |
glHint(self, target: int, mode: int) -> None |
glHint(self, target: int, mode: int) -> None [extrait de glHint.__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__] |
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__] |
glIsRenderbuffer(self, renderbuffer: int) -> int |
glIsRenderbuffer(self, renderbuffer: int) -> int [extrait de glIsRenderbuffer.__doc__] |
glIsShader(self, shader: int) -> int |
glIsShader(self, shader: int) -> int [extrait de glIsShader.__doc__] |
glIsTexture(self, texture: int) -> int |
glIsTexture(self, texture: int) -> int [extrait de glIsTexture.__doc__] |
glLineWidth(self, width: float) -> None |
glLineWidth(self, width: float) -> None [extrait de glLineWidth.__doc__] |
glLinkProgram(self, program: int) -> None |
glLinkProgram(self, program: int) -> None [extrait de glLinkProgram.__doc__] |
glPixelStorei(self, pname: int, param: int) -> None |
glPixelStorei(self, pname: int, param: int) -> None [extrait de glPixelStorei.__doc__] |
glPolygonOffset(self, factor: float, units: float) -> None |
glPolygonOffset(self, factor: float, units: float) -> None [extrait de glPolygonOffset.__doc__] |
glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None |
glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glReadPixels.__doc__] |
glReleaseShaderCompiler(self) -> None |
glReleaseShaderCompiler(self) -> None [extrait de glReleaseShaderCompiler.__doc__] |
glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None |
glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None [extrait de glRenderbufferStorage.__doc__] |
glSampleCoverage(self, value: float, invert: int) -> None |
glSampleCoverage(self, value: float, invert: int) -> None [extrait de glSampleCoverage.__doc__] |
glScissor(self, x: int, y: int, width: int, height: int) -> None |
glScissor(self, x: int, y: int, width: int, height: int) -> None [extrait de glScissor.__doc__] |
glShaderBinary(self, n: int, shaders: Sequence[int], binaryformat: int, binary: int, length: int) -> None |
glShaderBinary(self, n: int, shaders: Sequence[int], binaryformat: int, binary: int, length: int) -> None [extrait de glShaderBinary.__doc__] |
glShaderSource(self, shader: int, source: str) -> None |
glShaderSource(self, shader: int, source: str) -> None [extrait de glShaderSource.__doc__] |
glStencilFunc(self, func: int, ref: int, mask: int) -> None |
glStencilFunc(self, func: int, ref: int, mask: int) -> None [extrait de glStencilFunc.__doc__] |
glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None |
glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None [extrait de glStencilFuncSeparate.__doc__] |
glStencilMask(self, mask: int) -> None |
glStencilMask(self, mask: int) -> None [extrait de glStencilMask.__doc__] |
glStencilMaskSeparate(self, face: int, mask: int) -> None |
glStencilMaskSeparate(self, face: int, mask: int) -> None [extrait de glStencilMaskSeparate.__doc__] |
glStencilOp(self, fail: int, zfail: int, zpass: int) -> None |
glStencilOp(self, fail: int, zfail: int, zpass: int) -> None [extrait de glStencilOp.__doc__] |
glStencilOpSeparate(self, face: int, fail: int, zfail: int, zpass: int) -> None |
glStencilOpSeparate(self, face: int, fail: int, zfail: int, zpass: int) -> None [extrait de glStencilOpSeparate.__doc__] |
glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None |
glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage2D.__doc__] |
glTexParameterf(self, target: int, pname: int, param: float) -> None |
glTexParameterf(self, target: int, pname: int, param: float) -> None [extrait de glTexParameterf.__doc__] |
glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glTexParameterfv.__doc__] |
glTexParameteri(self, target: int, pname: int, param: int) -> None |
glTexParameteri(self, target: int, pname: int, param: int) -> None [extrait de glTexParameteri.__doc__] |
glTexParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glTexParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexParameteriv.__doc__] |
glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None |
glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glTexSubImage2D.__doc__] |
glUniform1f(self, location: int, x: float) -> None |
glUniform1f(self, location: int, x: float) -> None [extrait de glUniform1f.__doc__] |
glUniform1fv(self, location: int, count: int, v: Sequence[float]) -> None |
glUniform1fv(self, location: int, count: int, v: Sequence[float]) -> None [extrait de glUniform1fv.__doc__] |
glUniform1i(self, location: int, x: int) -> None |
glUniform1i(self, location: int, x: int) -> None [extrait de glUniform1i.__doc__] |
glUniform1iv(self, location: int, count: int, v: Sequence[int]) -> None |
glUniform1iv(self, location: int, count: int, v: Sequence[int]) -> None [extrait de glUniform1iv.__doc__] |
glUniform2f(self, location: int, x: float, y: float) -> None |
glUniform2f(self, location: int, x: float, y: float) -> None [extrait de glUniform2f.__doc__] |
glUniform2fv(self, location: int, count: int, v: Sequence[float]) -> None |
glUniform2fv(self, location: int, count: int, v: Sequence[float]) -> None [extrait de glUniform2fv.__doc__] |
glUniform2i(self, location: int, x: int, y: int) -> None |
glUniform2i(self, location: int, x: int, y: int) -> None [extrait de glUniform2i.__doc__] |
glUniform2iv(self, location: int, count: int, v: Sequence[int]) -> None |
glUniform2iv(self, location: int, count: int, v: Sequence[int]) -> None [extrait de glUniform2iv.__doc__] |
glUniform3f(self, location: int, x: float, y: float, z: float) -> None |
glUniform3f(self, location: int, x: float, y: float, z: float) -> None [extrait de glUniform3f.__doc__] |
glUniform3fv(self, location: int, count: int, v: Sequence[float]) -> None |
glUniform3fv(self, location: int, count: int, v: Sequence[float]) -> None [extrait de glUniform3fv.__doc__] |
glUniform3i(self, location: int, x: int, y: int, z: int) -> None |
glUniform3i(self, location: int, x: int, y: int, z: int) -> None [extrait de glUniform3i.__doc__] |
glUniform3iv(self, location: int, count: int, v: Sequence[int]) -> None |
glUniform3iv(self, location: int, count: int, v: Sequence[int]) -> None [extrait de glUniform3iv.__doc__] |
glUniform4f(self, location: int, x: float, y: float, z: float, w: float) -> None |
glUniform4f(self, location: int, x: float, y: float, z: float, w: float) -> None [extrait de glUniform4f.__doc__] |
glUniform4fv(self, location: int, count: int, v: Sequence[float]) -> None |
glUniform4fv(self, location: int, count: int, v: Sequence[float]) -> None [extrait de glUniform4fv.__doc__] |
glUniform4i(self, location: int, x: int, y: int, z: int, w: int) -> None |
glUniform4i(self, location: int, x: int, y: int, z: int, w: int) -> None [extrait de glUniform4i.__doc__] |
glUniform4iv(self, location: int, count: int, v: Sequence[int]) -> None |
glUniform4iv(self, location: int, count: int, v: Sequence[int]) -> None [extrait de glUniform4iv.__doc__] |
glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None |
glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2fv.__doc__] |
glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None |
glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3fv.__doc__] |
glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None |
glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4fv.__doc__] |
glUseProgram(self, program: int) -> None |
glUseProgram(self, program: int) -> None [extrait de glUseProgram.__doc__] |
glValidateProgram(self, program: int) -> None |
glValidateProgram(self, program: int) -> None [extrait de glValidateProgram.__doc__] |
glVertexAttrib1f(self, indx: int, x: float) -> None |
glVertexAttrib1f(self, indx: int, x: float) -> None [extrait de glVertexAttrib1f.__doc__] |
glVertexAttrib1fv(self, indx: int, values: Sequence[float]) -> None |
glVertexAttrib1fv(self, indx: int, values: Sequence[float]) -> None [extrait de glVertexAttrib1fv.__doc__] |
glVertexAttrib2f(self, indx: int, x: float, y: float) -> None |
glVertexAttrib2f(self, indx: int, x: float, y: float) -> None [extrait de glVertexAttrib2f.__doc__] |
glVertexAttrib2fv(self, indx: int, values: Sequence[float]) -> None |
glVertexAttrib2fv(self, indx: int, values: Sequence[float]) -> None [extrait de glVertexAttrib2fv.__doc__] |
glVertexAttrib3f(self, indx: int, x: float, y: float, z: float) -> None |
glVertexAttrib3f(self, indx: int, x: float, y: float, z: float) -> None [extrait de glVertexAttrib3f.__doc__] |
glVertexAttrib3fv(self, indx: int, values: Sequence[float]) -> None |
glVertexAttrib3fv(self, indx: int, values: Sequence[float]) -> None [extrait de glVertexAttrib3fv.__doc__] |
glVertexAttrib4f(self, indx: int, x: float, y: float, z: float, w: float) -> None |
glVertexAttrib4f(self, indx: int, x: float, y: float, z: float, w: float) -> None [extrait de glVertexAttrib4f.__doc__] |
glVertexAttrib4fv(self, indx: int, values: Sequence[float]) -> None |
glVertexAttrib4fv(self, indx: int, values: Sequence[float]) -> None [extrait de glVertexAttrib4fv.__doc__] |
glVertexAttribPointer(self, indx: int, size: int, type: int, normalized: int, stride: int, ptr: int) -> None |
glVertexAttribPointer(self, indx: int, size: int, type: int, normalized: int, stride: int, ptr: int) -> None [extrait de glVertexAttribPointer.__doc__] |
glViewport(self, x: int, y: int, width: int, height: int) -> None |
glViewport(self, x: int, y: int, width: int, height: int) -> None [extrait de glViewport.__doc__] |
hasOpenGLFeature(self, feature: PySide6.QtGui.QOpenGLFunctions.OpenGLFeature) -> bool |
hasOpenGLFeature(self, feature: PySide6.QtGui.QOpenGLFunctions.OpenGLFeature) -> bool [extrait de hasOpenGLFeature.__doc__] |
initializeOpenGLFunctions(self) -> None |
initializeOpenGLFunctions(self) -> None [extrait de initializeOpenGLFunctions.__doc__] |
OpenGLFeature |
|
OpenGLFeatures |
|
openGLFeatures(self) -> PySide6.QtGui.QOpenGLFunctions.OpenGLFeatures |
openGLFeatures(self) -> PySide6.QtGui.QOpenGLFunctions.OpenGLFeatures [extrait de openGLFeatures.__doc__] |
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