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Module « PySide6.QtGui »

Classe « QOpenGLFunctions »

Informations générales

Héritage

builtins.object
    Object
        QOpenGLFunctions

Définition

class QOpenGLFunctions(Object):

Description [extrait de QOpenGLFunctions.__doc__]

QOpenGLFunctions(self) -> None
QOpenGLFunctions(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
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__]

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__