__delattr__(self, name) |
Implement delattr(self, name). [extrait de __delattr__.__doc__] |
__setattr__(self, name, value) |
Implement setattr(self, name, value). [extrait de __setattr__.__doc__] |
glAccum(self, op: int, value: float) -> None |
glAccum(self, op: int, value: float) -> None [extrait de glAccum.__doc__] |
glAlphaFunc(self, func: int, ref: float) -> None |
glAlphaFunc(self, func: int, ref: float) -> None [extrait de glAlphaFunc.__doc__] |
glArrayElement(self, i: int) -> None |
glArrayElement(self, i: int) -> None [extrait de glArrayElement.__doc__] |
glBegin(self, mode: int) -> None |
glBegin(self, mode: int) -> None [extrait de glBegin.__doc__] |
glBindTexture(self, target: int, texture: int) -> None |
glBindTexture(self, target: int, texture: int) -> None [extrait de glBindTexture.__doc__] |
glBlendFunc(self, sfactor: int, dfactor: int) -> None |
glBlendFunc(self, sfactor: int, dfactor: int) -> None [extrait de glBlendFunc.__doc__] |
glCallList(self, list: int) -> None |
glCallList(self, list: int) -> None [extrait de glCallList.__doc__] |
glCallLists(self, n: int, type: int, lists: int) -> None |
glCallLists(self, n: int, type: int, lists: int) -> None [extrait de glCallLists.__doc__] |
glClear(self, mask: int) -> None |
glClear(self, mask: int) -> None [extrait de glClear.__doc__] |
glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None |
glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glClearAccum.__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__] |
glClearDepth(self, depth: float) -> None |
glClearDepth(self, depth: float) -> None [extrait de glClearDepth.__doc__] |
glClearIndex(self, c: float) -> None |
glClearIndex(self, c: float) -> None [extrait de glClearIndex.__doc__] |
glClearStencil(self, s: int) -> None |
glClearStencil(self, s: int) -> None [extrait de glClearStencil.__doc__] |
glClipPlane(self, plane: int, equation: Sequence[float]) -> None |
glClipPlane(self, plane: int, equation: Sequence[float]) -> None [extrait de glClipPlane.__doc__] |
glColor3b(self, red: int, green: int, blue: int) -> None |
glColor3b(self, red: int, green: int, blue: int) -> None [extrait de glColor3b.__doc__] |
glColor3bv(self, v: bytes) -> None |
glColor3bv(self, v: bytes) -> None [extrait de glColor3bv.__doc__] |
glColor3d(self, red: float, green: float, blue: float) -> None |
glColor3d(self, red: float, green: float, blue: float) -> None [extrait de glColor3d.__doc__] |
glColor3dv(self, v: Sequence[float]) -> None |
glColor3dv(self, v: Sequence[float]) -> None [extrait de glColor3dv.__doc__] |
glColor3f(self, red: float, green: float, blue: float) -> None |
glColor3f(self, red: float, green: float, blue: float) -> None [extrait de glColor3f.__doc__] |
glColor3fv(self, v: Sequence[float]) -> None |
glColor3fv(self, v: Sequence[float]) -> None [extrait de glColor3fv.__doc__] |
glColor3i(self, red: int, green: int, blue: int) -> None |
glColor3i(self, red: int, green: int, blue: int) -> None [extrait de glColor3i.__doc__] |
glColor3iv(self, v: Sequence[int]) -> None |
glColor3iv(self, v: Sequence[int]) -> None [extrait de glColor3iv.__doc__] |
glColor3s(self, red: int, green: int, blue: int) -> None |
glColor3s(self, red: int, green: int, blue: int) -> None [extrait de glColor3s.__doc__] |
glColor3sv(self, v: Sequence[int]) -> None |
glColor3sv(self, v: Sequence[int]) -> None [extrait de glColor3sv.__doc__] |
glColor3ub(self, red: int, green: int, blue: int) -> None |
glColor3ub(self, red: int, green: int, blue: int) -> None [extrait de glColor3ub.__doc__] |
glColor3ubv(self, v: bytes) -> None |
glColor3ubv(self, v: bytes) -> None [extrait de glColor3ubv.__doc__] |
glColor3ui(self, red: int, green: int, blue: int) -> None |
glColor3ui(self, red: int, green: int, blue: int) -> None [extrait de glColor3ui.__doc__] |
glColor3uiv(self, v: Sequence[int]) -> None |
glColor3uiv(self, v: Sequence[int]) -> None [extrait de glColor3uiv.__doc__] |
glColor3us(self, red: int, green: int, blue: int) -> None |
glColor3us(self, red: int, green: int, blue: int) -> None [extrait de glColor3us.__doc__] |
glColor3usv(self, v: Sequence[int]) -> None |
glColor3usv(self, v: Sequence[int]) -> None [extrait de glColor3usv.__doc__] |
glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4b.__doc__] |
glColor4bv(self, v: bytes) -> None |
glColor4bv(self, v: bytes) -> None [extrait de glColor4bv.__doc__] |
glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None |
glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glColor4d.__doc__] |
glColor4dv(self, v: Sequence[float]) -> None |
glColor4dv(self, v: Sequence[float]) -> None [extrait de glColor4dv.__doc__] |
glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None |
glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glColor4f.__doc__] |
glColor4fv(self, v: Sequence[float]) -> None |
glColor4fv(self, v: Sequence[float]) -> None [extrait de glColor4fv.__doc__] |
glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4i.__doc__] |
glColor4iv(self, v: Sequence[int]) -> None |
glColor4iv(self, v: Sequence[int]) -> None [extrait de glColor4iv.__doc__] |
glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4s.__doc__] |
glColor4sv(self, v: Sequence[int]) -> None |
glColor4sv(self, v: Sequence[int]) -> None [extrait de glColor4sv.__doc__] |
glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4ub.__doc__] |
glColor4ubv(self, v: bytes) -> None |
glColor4ubv(self, v: bytes) -> None [extrait de glColor4ubv.__doc__] |
glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4ui.__doc__] |
glColor4uiv(self, v: Sequence[int]) -> None |
glColor4uiv(self, v: Sequence[int]) -> None [extrait de glColor4uiv.__doc__] |
glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4us.__doc__] |
glColor4usv(self, v: Sequence[int]) -> None |
glColor4usv(self, v: Sequence[int]) -> None [extrait de glColor4usv.__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__] |
glColorMaterial(self, face: int, mode: int) -> None |
glColorMaterial(self, face: int, mode: int) -> None [extrait de glColorMaterial.__doc__] |
glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glColorPointer.__doc__] |
glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None |
glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None [extrait de glCopyPixels.__doc__] |
glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None |
glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None [extrait de glCopyTexImage1D.__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__] |
glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None |
glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None [extrait de glCopyTexSubImage1D.__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__] |
glCullFace(self, mode: int) -> None |
glCullFace(self, mode: int) -> None [extrait de glCullFace.__doc__] |
glDeleteLists(self, list: int, range: int) -> None |
glDeleteLists(self, list: int, range: int) -> None [extrait de glDeleteLists.__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__] |
glDepthRange(self, nearVal: float, farVal: float) -> None |
glDepthRange(self, nearVal: float, farVal: float) -> None [extrait de glDepthRange.__doc__] |
glDisable(self, cap: int) -> None |
glDisable(self, cap: int) -> None [extrait de glDisable.__doc__] |
glDisableClientState(self, array: int) -> None |
glDisableClientState(self, array: int) -> None [extrait de glDisableClientState.__doc__] |
glDrawArrays(self, mode: int, first: int, count: int) -> None |
glDrawArrays(self, mode: int, first: int, count: int) -> None [extrait de glDrawArrays.__doc__] |
glDrawBuffer(self, mode: int) -> None |
glDrawBuffer(self, mode: int) -> None [extrait de glDrawBuffer.__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__] |
glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None |
glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glDrawPixels.__doc__] |
glEdgeFlag(self, flag: int) -> None |
glEdgeFlag(self, flag: int) -> None [extrait de glEdgeFlag.__doc__] |
glEdgeFlagPointer(self, stride: int, pointer: int) -> None |
glEdgeFlagPointer(self, stride: int, pointer: int) -> None [extrait de glEdgeFlagPointer.__doc__] |
glEnable(self, cap: int) -> None |
glEnable(self, cap: int) -> None [extrait de glEnable.__doc__] |
glEnableClientState(self, array: int) -> None |
glEnableClientState(self, array: int) -> None [extrait de glEnableClientState.__doc__] |
glEnd(self) -> None |
glEnd(self) -> None [extrait de glEnd.__doc__] |
glEndList(self) -> None |
glEndList(self) -> None [extrait de glEndList.__doc__] |
glEvalCoord1d(self, u: float) -> None |
glEvalCoord1d(self, u: float) -> None [extrait de glEvalCoord1d.__doc__] |
glEvalCoord1dv(self, u: Sequence[float]) -> None |
glEvalCoord1dv(self, u: Sequence[float]) -> None [extrait de glEvalCoord1dv.__doc__] |
glEvalCoord1f(self, u: float) -> None |
glEvalCoord1f(self, u: float) -> None [extrait de glEvalCoord1f.__doc__] |
glEvalCoord1fv(self, u: Sequence[float]) -> None |
glEvalCoord1fv(self, u: Sequence[float]) -> None [extrait de glEvalCoord1fv.__doc__] |
glEvalCoord2d(self, u: float, v: float) -> None |
glEvalCoord2d(self, u: float, v: float) -> None [extrait de glEvalCoord2d.__doc__] |
glEvalCoord2dv(self, u: Sequence[float]) -> None |
glEvalCoord2dv(self, u: Sequence[float]) -> None [extrait de glEvalCoord2dv.__doc__] |
glEvalCoord2f(self, u: float, v: float) -> None |
glEvalCoord2f(self, u: float, v: float) -> None [extrait de glEvalCoord2f.__doc__] |
glEvalCoord2fv(self, u: Sequence[float]) -> None |
glEvalCoord2fv(self, u: Sequence[float]) -> None [extrait de glEvalCoord2fv.__doc__] |
glEvalMesh1(self, mode: int, i1: int, i2: int) -> None |
glEvalMesh1(self, mode: int, i1: int, i2: int) -> None [extrait de glEvalMesh1.__doc__] |
glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None |
glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None [extrait de glEvalMesh2.__doc__] |
glEvalPoint1(self, i: int) -> None |
glEvalPoint1(self, i: int) -> None [extrait de glEvalPoint1.__doc__] |
glEvalPoint2(self, i: int, j: int) -> None |
glEvalPoint2(self, i: int, j: int) -> None [extrait de glEvalPoint2.__doc__] |
glFinish(self) -> None |
glFinish(self) -> None [extrait de glFinish.__doc__] |
glFlush(self) -> None |
glFlush(self) -> None [extrait de glFlush.__doc__] |
glFogf(self, pname: int, param: float) -> None |
glFogf(self, pname: int, param: float) -> None [extrait de glFogf.__doc__] |
glFogfv(self, pname: int, params: Sequence[float]) -> None |
glFogfv(self, pname: int, params: Sequence[float]) -> None [extrait de glFogfv.__doc__] |
glFogi(self, pname: int, param: int) -> None |
glFogi(self, pname: int, param: int) -> None [extrait de glFogi.__doc__] |
glFogiv(self, pname: int, params: Sequence[int]) -> None |
glFogiv(self, pname: int, params: Sequence[int]) -> None [extrait de glFogiv.__doc__] |
glFrontFace(self, mode: int) -> None |
glFrontFace(self, mode: int) -> None [extrait de glFrontFace.__doc__] |
glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None |
glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None [extrait de glFrustum.__doc__] |
glGenLists(self, range: int) -> int |
glGenLists(self, range: int) -> int [extrait de glGenLists.__doc__] |
glGetError(self) -> int |
glGetError(self) -> int [extrait de glGetError.__doc__] |
glGetString(self, name: int) -> str |
glGetString(self, name: int) -> str [extrait de glGetString.__doc__] |
glHint(self, target: int, mode: int) -> None |
glHint(self, target: int, mode: int) -> None [extrait de glHint.__doc__] |
glIndexd(self, c: float) -> None |
glIndexd(self, c: float) -> None [extrait de glIndexd.__doc__] |
glIndexdv(self, c: Sequence[float]) -> None |
glIndexdv(self, c: Sequence[float]) -> None [extrait de glIndexdv.__doc__] |
glIndexf(self, c: float) -> None |
glIndexf(self, c: float) -> None [extrait de glIndexf.__doc__] |
glIndexfv(self, c: Sequence[float]) -> None |
glIndexfv(self, c: Sequence[float]) -> None [extrait de glIndexfv.__doc__] |
glIndexi(self, c: int) -> None |
glIndexi(self, c: int) -> None [extrait de glIndexi.__doc__] |
glIndexiv(self, c: Sequence[int]) -> None |
glIndexiv(self, c: Sequence[int]) -> None [extrait de glIndexiv.__doc__] |
glIndexMask(self, mask: int) -> None |
glIndexMask(self, mask: int) -> None [extrait de glIndexMask.__doc__] |
glIndexPointer(self, type: int, stride: int, pointer: int) -> None |
glIndexPointer(self, type: int, stride: int, pointer: int) -> None [extrait de glIndexPointer.__doc__] |
glIndexs(self, c: int) -> None |
glIndexs(self, c: int) -> None [extrait de glIndexs.__doc__] |
glIndexsv(self, c: Sequence[int]) -> None |
glIndexsv(self, c: Sequence[int]) -> None [extrait de glIndexsv.__doc__] |
glIndexub(self, c: int) -> None |
glIndexub(self, c: int) -> None [extrait de glIndexub.__doc__] |
glIndexubv(self, c: bytes) -> None |
glIndexubv(self, c: bytes) -> None [extrait de glIndexubv.__doc__] |
glInitNames(self) -> None |
glInitNames(self) -> None [extrait de glInitNames.__doc__] |
glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None |
glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None [extrait de glInterleavedArrays.__doc__] |
glIsEnabled(self, cap: int) -> int |
glIsEnabled(self, cap: int) -> int [extrait de glIsEnabled.__doc__] |
glIsList(self, list: int) -> int |
glIsList(self, list: int) -> int [extrait de glIsList.__doc__] |
glIsTexture(self, texture: int) -> int |
glIsTexture(self, texture: int) -> int [extrait de glIsTexture.__doc__] |
glLightf(self, light: int, pname: int, param: float) -> None |
glLightf(self, light: int, pname: int, param: float) -> None [extrait de glLightf.__doc__] |
glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None |
glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None [extrait de glLightfv.__doc__] |
glLighti(self, light: int, pname: int, param: int) -> None |
glLighti(self, light: int, pname: int, param: int) -> None [extrait de glLighti.__doc__] |
glLightiv(self, light: int, pname: int, params: Sequence[int]) -> None |
glLightiv(self, light: int, pname: int, params: Sequence[int]) -> None [extrait de glLightiv.__doc__] |
glLightModelf(self, pname: int, param: float) -> None |
glLightModelf(self, pname: int, param: float) -> None [extrait de glLightModelf.__doc__] |
glLightModelfv(self, pname: int, params: Sequence[float]) -> None |
glLightModelfv(self, pname: int, params: Sequence[float]) -> None [extrait de glLightModelfv.__doc__] |
glLightModeli(self, pname: int, param: int) -> None |
glLightModeli(self, pname: int, param: int) -> None [extrait de glLightModeli.__doc__] |
glLightModeliv(self, pname: int, params: Sequence[int]) -> None |
glLightModeliv(self, pname: int, params: Sequence[int]) -> None [extrait de glLightModeliv.__doc__] |
glLineStipple(self, factor: int, pattern: int) -> None |
glLineStipple(self, factor: int, pattern: int) -> None [extrait de glLineStipple.__doc__] |
glLineWidth(self, width: float) -> None |
glLineWidth(self, width: float) -> None [extrait de glLineWidth.__doc__] |
glListBase(self, base: int) -> None |
glListBase(self, base: int) -> None [extrait de glListBase.__doc__] |
glLoadIdentity(self) -> None |
glLoadIdentity(self) -> None [extrait de glLoadIdentity.__doc__] |
glLoadMatrixd(self, m: Sequence[float]) -> None |
glLoadMatrixd(self, m: Sequence[float]) -> None [extrait de glLoadMatrixd.__doc__] |
glLoadMatrixf(self, m: Sequence[float]) -> None |
glLoadMatrixf(self, m: Sequence[float]) -> None [extrait de glLoadMatrixf.__doc__] |
glLoadName(self, name: int) -> None |
glLoadName(self, name: int) -> None [extrait de glLoadName.__doc__] |
glLogicOp(self, opcode: int) -> None |
glLogicOp(self, opcode: int) -> None [extrait de glLogicOp.__doc__] |
glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None |
glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None [extrait de glMap1d.__doc__] |
glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None |
glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None [extrait de glMap1f.__doc__] |
glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None |
glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None [extrait de glMap2d.__doc__] |
glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None |
glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None [extrait de glMap2f.__doc__] |
glMapGrid1d(self, un: int, u1: float, u2: float) -> None |
glMapGrid1d(self, un: int, u1: float, u2: float) -> None [extrait de glMapGrid1d.__doc__] |
glMapGrid1f(self, un: int, u1: float, u2: float) -> None |
glMapGrid1f(self, un: int, u1: float, u2: float) -> None [extrait de glMapGrid1f.__doc__] |
glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None |
glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None [extrait de glMapGrid2d.__doc__] |
glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None |
glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None [extrait de glMapGrid2f.__doc__] |
glMaterialf(self, face: int, pname: int, param: float) -> None |
glMaterialf(self, face: int, pname: int, param: float) -> None [extrait de glMaterialf.__doc__] |
glMaterialfv(self, face: int, pname: int, params: Sequence[float]) -> None |
glMaterialfv(self, face: int, pname: int, params: Sequence[float]) -> None [extrait de glMaterialfv.__doc__] |
glMateriali(self, face: int, pname: int, param: int) -> None |
glMateriali(self, face: int, pname: int, param: int) -> None [extrait de glMateriali.__doc__] |
glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None |
glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None [extrait de glMaterialiv.__doc__] |
glMatrixMode(self, mode: int) -> None |
glMatrixMode(self, mode: int) -> None [extrait de glMatrixMode.__doc__] |
glMultMatrixd(self, m: Sequence[float]) -> None |
glMultMatrixd(self, m: Sequence[float]) -> None [extrait de glMultMatrixd.__doc__] |
glMultMatrixf(self, m: Sequence[float]) -> None |
glMultMatrixf(self, m: Sequence[float]) -> None [extrait de glMultMatrixf.__doc__] |
glNewList(self, list: int, mode: int) -> None |
glNewList(self, list: int, mode: int) -> None [extrait de glNewList.__doc__] |
glNormal3b(self, nx: int, ny: int, nz: int) -> None |
glNormal3b(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3b.__doc__] |
glNormal3bv(self, v: bytes) -> None |
glNormal3bv(self, v: bytes) -> None [extrait de glNormal3bv.__doc__] |
glNormal3d(self, nx: float, ny: float, nz: float) -> None |
glNormal3d(self, nx: float, ny: float, nz: float) -> None [extrait de glNormal3d.__doc__] |
glNormal3dv(self, v: Sequence[float]) -> None |
glNormal3dv(self, v: Sequence[float]) -> None [extrait de glNormal3dv.__doc__] |
glNormal3f(self, nx: float, ny: float, nz: float) -> None |
glNormal3f(self, nx: float, ny: float, nz: float) -> None [extrait de glNormal3f.__doc__] |
glNormal3fv(self, v: Sequence[float]) -> None |
glNormal3fv(self, v: Sequence[float]) -> None [extrait de glNormal3fv.__doc__] |
glNormal3i(self, nx: int, ny: int, nz: int) -> None |
glNormal3i(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3i.__doc__] |
glNormal3iv(self, v: Sequence[int]) -> None |
glNormal3iv(self, v: Sequence[int]) -> None [extrait de glNormal3iv.__doc__] |
glNormal3s(self, nx: int, ny: int, nz: int) -> None |
glNormal3s(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3s.__doc__] |
glNormal3sv(self, v: Sequence[int]) -> None |
glNormal3sv(self, v: Sequence[int]) -> None [extrait de glNormal3sv.__doc__] |
glNormalPointer(self, type: int, stride: int, pointer: int) -> None |
glNormalPointer(self, type: int, stride: int, pointer: int) -> None [extrait de glNormalPointer.__doc__] |
glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None |
glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None [extrait de glOrtho.__doc__] |
glPassThrough(self, token: float) -> None |
glPassThrough(self, token: float) -> None [extrait de glPassThrough.__doc__] |
glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None |
glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None [extrait de glPixelMapfv.__doc__] |
glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None |
glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None [extrait de glPixelMapuiv.__doc__] |
glPixelMapusv(self, map: int, mapsize: int, values: Sequence[int]) -> None |
glPixelMapusv(self, map: int, mapsize: int, values: Sequence[int]) -> None [extrait de glPixelMapusv.__doc__] |
glPixelStoref(self, pname: int, param: float) -> None |
glPixelStoref(self, pname: int, param: float) -> None [extrait de glPixelStoref.__doc__] |
glPixelStorei(self, pname: int, param: int) -> None |
glPixelStorei(self, pname: int, param: int) -> None [extrait de glPixelStorei.__doc__] |
glPixelTransferf(self, pname: int, param: float) -> None |
glPixelTransferf(self, pname: int, param: float) -> None [extrait de glPixelTransferf.__doc__] |
glPixelTransferi(self, pname: int, param: int) -> None |
glPixelTransferi(self, pname: int, param: int) -> None [extrait de glPixelTransferi.__doc__] |
glPixelZoom(self, xfactor: float, yfactor: float) -> None |
glPixelZoom(self, xfactor: float, yfactor: float) -> None [extrait de glPixelZoom.__doc__] |
glPointSize(self, size: float) -> None |
glPointSize(self, size: float) -> None [extrait de glPointSize.__doc__] |
glPolygonMode(self, face: int, mode: int) -> None |
glPolygonMode(self, face: int, mode: int) -> None [extrait de glPolygonMode.__doc__] |
glPolygonOffset(self, factor: float, units: float) -> None |
glPolygonOffset(self, factor: float, units: float) -> None [extrait de glPolygonOffset.__doc__] |
glPopAttrib(self) -> None |
glPopAttrib(self) -> None [extrait de glPopAttrib.__doc__] |
glPopClientAttrib(self) -> None |
glPopClientAttrib(self) -> None [extrait de glPopClientAttrib.__doc__] |
glPopMatrix(self) -> None |
glPopMatrix(self) -> None [extrait de glPopMatrix.__doc__] |
glPopName(self) -> None |
glPopName(self) -> None [extrait de glPopName.__doc__] |
glPrioritizeTextures(self, n: int, textures: Sequence[int], priorities: Sequence[float]) -> None |
glPrioritizeTextures(self, n: int, textures: Sequence[int], priorities: Sequence[float]) -> None [extrait de glPrioritizeTextures.__doc__] |
glPushAttrib(self, mask: int) -> None |
glPushAttrib(self, mask: int) -> None [extrait de glPushAttrib.__doc__] |
glPushClientAttrib(self, mask: int) -> None |
glPushClientAttrib(self, mask: int) -> None [extrait de glPushClientAttrib.__doc__] |
glPushMatrix(self) -> None |
glPushMatrix(self) -> None [extrait de glPushMatrix.__doc__] |
glPushName(self, name: int) -> None |
glPushName(self, name: int) -> None [extrait de glPushName.__doc__] |
glRasterPos2d(self, x: float, y: float) -> None |
glRasterPos2d(self, x: float, y: float) -> None [extrait de glRasterPos2d.__doc__] |
glRasterPos2dv(self, v: Sequence[float]) -> None |
glRasterPos2dv(self, v: Sequence[float]) -> None [extrait de glRasterPos2dv.__doc__] |
glRasterPos2f(self, x: float, y: float) -> None |
glRasterPos2f(self, x: float, y: float) -> None [extrait de glRasterPos2f.__doc__] |
glRasterPos2fv(self, v: Sequence[float]) -> None |
glRasterPos2fv(self, v: Sequence[float]) -> None [extrait de glRasterPos2fv.__doc__] |
glRasterPos2i(self, x: int, y: int) -> None |
glRasterPos2i(self, x: int, y: int) -> None [extrait de glRasterPos2i.__doc__] |
glRasterPos2iv(self, v: Sequence[int]) -> None |
glRasterPos2iv(self, v: Sequence[int]) -> None [extrait de glRasterPos2iv.__doc__] |
glRasterPos2s(self, x: int, y: int) -> None |
glRasterPos2s(self, x: int, y: int) -> None [extrait de glRasterPos2s.__doc__] |
glRasterPos2sv(self, v: Sequence[int]) -> None |
glRasterPos2sv(self, v: Sequence[int]) -> None [extrait de glRasterPos2sv.__doc__] |
glRasterPos3d(self, x: float, y: float, z: float) -> None |
glRasterPos3d(self, x: float, y: float, z: float) -> None [extrait de glRasterPos3d.__doc__] |
glRasterPos3dv(self, v: Sequence[float]) -> None |
glRasterPos3dv(self, v: Sequence[float]) -> None [extrait de glRasterPos3dv.__doc__] |
glRasterPos3f(self, x: float, y: float, z: float) -> None |
glRasterPos3f(self, x: float, y: float, z: float) -> None [extrait de glRasterPos3f.__doc__] |
glRasterPos3fv(self, v: Sequence[float]) -> None |
glRasterPos3fv(self, v: Sequence[float]) -> None [extrait de glRasterPos3fv.__doc__] |
glRasterPos3i(self, x: int, y: int, z: int) -> None |
glRasterPos3i(self, x: int, y: int, z: int) -> None [extrait de glRasterPos3i.__doc__] |
glRasterPos3iv(self, v: Sequence[int]) -> None |
glRasterPos3iv(self, v: Sequence[int]) -> None [extrait de glRasterPos3iv.__doc__] |
glRasterPos3s(self, x: int, y: int, z: int) -> None |
glRasterPos3s(self, x: int, y: int, z: int) -> None [extrait de glRasterPos3s.__doc__] |
glRasterPos3sv(self, v: Sequence[int]) -> None |
glRasterPos3sv(self, v: Sequence[int]) -> None [extrait de glRasterPos3sv.__doc__] |
glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None |
glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None [extrait de glRasterPos4d.__doc__] |
glRasterPos4dv(self, v: Sequence[float]) -> None |
glRasterPos4dv(self, v: Sequence[float]) -> None [extrait de glRasterPos4dv.__doc__] |
glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None |
glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None [extrait de glRasterPos4f.__doc__] |
glRasterPos4fv(self, v: Sequence[float]) -> None |
glRasterPos4fv(self, v: Sequence[float]) -> None [extrait de glRasterPos4fv.__doc__] |
glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None |
glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None [extrait de glRasterPos4i.__doc__] |
glRasterPos4iv(self, v: Sequence[int]) -> None |
glRasterPos4iv(self, v: Sequence[int]) -> None [extrait de glRasterPos4iv.__doc__] |
glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None |
glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None [extrait de glRasterPos4s.__doc__] |
glRasterPos4sv(self, v: Sequence[int]) -> None |
glRasterPos4sv(self, v: Sequence[int]) -> None [extrait de glRasterPos4sv.__doc__] |
glReadBuffer(self, mode: int) -> None |
glReadBuffer(self, mode: int) -> None [extrait de glReadBuffer.__doc__] |
glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None |
glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None [extrait de glRectd.__doc__] |
glRectdv(self, v1: Sequence[float], v2: Sequence[float]) -> None |
glRectdv(self, v1: Sequence[float], v2: Sequence[float]) -> None [extrait de glRectdv.__doc__] |
glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None |
glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None [extrait de glRectf.__doc__] |
glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None |
glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None [extrait de glRectfv.__doc__] |
glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None |
glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None [extrait de glRecti.__doc__] |
glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None |
glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None [extrait de glRectiv.__doc__] |
glRects(self, x1: int, y1: int, x2: int, y2: int) -> None |
glRects(self, x1: int, y1: int, x2: int, y2: int) -> None [extrait de glRects.__doc__] |
glRectsv(self, v1: Sequence[int], v2: Sequence[int]) -> None |
glRectsv(self, v1: Sequence[int], v2: Sequence[int]) -> None [extrait de glRectsv.__doc__] |
glRenderMode(self, mode: int) -> int |
glRenderMode(self, mode: int) -> int [extrait de glRenderMode.__doc__] |
glRotated(self, angle: float, x: float, y: float, z: float) -> None |
glRotated(self, angle: float, x: float, y: float, z: float) -> None [extrait de glRotated.__doc__] |
glRotatef(self, angle: float, x: float, y: float, z: float) -> None |
glRotatef(self, angle: float, x: float, y: float, z: float) -> None [extrait de glRotatef.__doc__] |
glScaled(self, x: float, y: float, z: float) -> None |
glScaled(self, x: float, y: float, z: float) -> None [extrait de glScaled.__doc__] |
glScalef(self, x: float, y: float, z: float) -> None |
glScalef(self, x: float, y: float, z: float) -> None [extrait de glScalef.__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__] |
glShadeModel(self, mode: int) -> None |
glShadeModel(self, mode: int) -> None [extrait de glShadeModel.__doc__] |
glStencilFunc(self, func: int, ref: int, mask: int) -> None |
glStencilFunc(self, func: int, ref: int, mask: int) -> None [extrait de glStencilFunc.__doc__] |
glStencilMask(self, mask: int) -> None |
glStencilMask(self, mask: int) -> None [extrait de glStencilMask.__doc__] |
glStencilOp(self, fail: int, zfail: int, zpass: int) -> None |
glStencilOp(self, fail: int, zfail: int, zpass: int) -> None [extrait de glStencilOp.__doc__] |
glTexCoord1d(self, s: float) -> None |
glTexCoord1d(self, s: float) -> None [extrait de glTexCoord1d.__doc__] |
glTexCoord1dv(self, v: Sequence[float]) -> None |
glTexCoord1dv(self, v: Sequence[float]) -> None [extrait de glTexCoord1dv.__doc__] |
glTexCoord1f(self, s: float) -> None |
glTexCoord1f(self, s: float) -> None [extrait de glTexCoord1f.__doc__] |
glTexCoord1fv(self, v: Sequence[float]) -> None |
glTexCoord1fv(self, v: Sequence[float]) -> None [extrait de glTexCoord1fv.__doc__] |
glTexCoord1i(self, s: int) -> None |
glTexCoord1i(self, s: int) -> None [extrait de glTexCoord1i.__doc__] |
glTexCoord1iv(self, v: Sequence[int]) -> None |
glTexCoord1iv(self, v: Sequence[int]) -> None [extrait de glTexCoord1iv.__doc__] |
glTexCoord1s(self, s: int) -> None |
glTexCoord1s(self, s: int) -> None [extrait de glTexCoord1s.__doc__] |
glTexCoord1sv(self, v: Sequence[int]) -> None |
glTexCoord1sv(self, v: Sequence[int]) -> None [extrait de glTexCoord1sv.__doc__] |
glTexCoord2d(self, s: float, t: float) -> None |
glTexCoord2d(self, s: float, t: float) -> None [extrait de glTexCoord2d.__doc__] |
glTexCoord2dv(self, v: Sequence[float]) -> None |
glTexCoord2dv(self, v: Sequence[float]) -> None [extrait de glTexCoord2dv.__doc__] |
glTexCoord2f(self, s: float, t: float) -> None |
glTexCoord2f(self, s: float, t: float) -> None [extrait de glTexCoord2f.__doc__] |
glTexCoord2fv(self, v: Sequence[float]) -> None |
glTexCoord2fv(self, v: Sequence[float]) -> None [extrait de glTexCoord2fv.__doc__] |
glTexCoord2i(self, s: int, t: int) -> None |
glTexCoord2i(self, s: int, t: int) -> None [extrait de glTexCoord2i.__doc__] |
glTexCoord2iv(self, v: Sequence[int]) -> None |
glTexCoord2iv(self, v: Sequence[int]) -> None [extrait de glTexCoord2iv.__doc__] |
glTexCoord2s(self, s: int, t: int) -> None |
glTexCoord2s(self, s: int, t: int) -> None [extrait de glTexCoord2s.__doc__] |
glTexCoord2sv(self, v: Sequence[int]) -> None |
glTexCoord2sv(self, v: Sequence[int]) -> None [extrait de glTexCoord2sv.__doc__] |
glTexCoord3d(self, s: float, t: float, r: float) -> None |
glTexCoord3d(self, s: float, t: float, r: float) -> None [extrait de glTexCoord3d.__doc__] |
glTexCoord3dv(self, v: Sequence[float]) -> None |
glTexCoord3dv(self, v: Sequence[float]) -> None [extrait de glTexCoord3dv.__doc__] |
glTexCoord3f(self, s: float, t: float, r: float) -> None |
glTexCoord3f(self, s: float, t: float, r: float) -> None [extrait de glTexCoord3f.__doc__] |
glTexCoord3fv(self, v: Sequence[float]) -> None |
glTexCoord3fv(self, v: Sequence[float]) -> None [extrait de glTexCoord3fv.__doc__] |
glTexCoord3i(self, s: int, t: int, r: int) -> None |
glTexCoord3i(self, s: int, t: int, r: int) -> None [extrait de glTexCoord3i.__doc__] |
glTexCoord3iv(self, v: Sequence[int]) -> None |
glTexCoord3iv(self, v: Sequence[int]) -> None [extrait de glTexCoord3iv.__doc__] |
glTexCoord3s(self, s: int, t: int, r: int) -> None |
glTexCoord3s(self, s: int, t: int, r: int) -> None [extrait de glTexCoord3s.__doc__] |
glTexCoord3sv(self, v: Sequence[int]) -> None |
glTexCoord3sv(self, v: Sequence[int]) -> None [extrait de glTexCoord3sv.__doc__] |
glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None |
glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None [extrait de glTexCoord4d.__doc__] |
glTexCoord4dv(self, v: Sequence[float]) -> None |
glTexCoord4dv(self, v: Sequence[float]) -> None [extrait de glTexCoord4dv.__doc__] |
glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None |
glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None [extrait de glTexCoord4f.__doc__] |
glTexCoord4fv(self, v: Sequence[float]) -> None |
glTexCoord4fv(self, v: Sequence[float]) -> None [extrait de glTexCoord4fv.__doc__] |
glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None |
glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None [extrait de glTexCoord4i.__doc__] |
glTexCoord4iv(self, v: Sequence[int]) -> None |
glTexCoord4iv(self, v: Sequence[int]) -> None [extrait de glTexCoord4iv.__doc__] |
glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None |
glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None [extrait de glTexCoord4s.__doc__] |
glTexCoord4sv(self, v: Sequence[int]) -> None |
glTexCoord4sv(self, v: Sequence[int]) -> None [extrait de glTexCoord4sv.__doc__] |
glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glTexCoordPointer.__doc__] |
glTexEnvf(self, target: int, pname: int, param: float) -> None |
glTexEnvf(self, target: int, pname: int, param: float) -> None [extrait de glTexEnvf.__doc__] |
glTexEnvfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glTexEnvfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glTexEnvfv.__doc__] |
glTexEnvi(self, target: int, pname: int, param: int) -> None |
glTexEnvi(self, target: int, pname: int, param: int) -> None [extrait de glTexEnvi.__doc__] |
glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None |
glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexEnviv.__doc__] |
glTexGend(self, coord: int, pname: int, param: float) -> None |
glTexGend(self, coord: int, pname: int, param: float) -> None [extrait de glTexGend.__doc__] |
glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None |
glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None [extrait de glTexGendv.__doc__] |
glTexGenf(self, coord: int, pname: int, param: float) -> None |
glTexGenf(self, coord: int, pname: int, param: float) -> None [extrait de glTexGenf.__doc__] |
glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None |
glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None [extrait de glTexGenfv.__doc__] |
glTexGeni(self, coord: int, pname: int, param: int) -> None |
glTexGeni(self, coord: int, pname: int, param: int) -> None [extrait de glTexGeni.__doc__] |
glTexGeniv(self, coord: int, pname: int, params: Sequence[int]) -> None |
glTexGeniv(self, coord: int, pname: int, params: Sequence[int]) -> None [extrait de glTexGeniv.__doc__] |
glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None |
glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage1D.__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__] |
glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None |
glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None [extrait de glTexSubImage1D.__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__] |
glTranslated(self, x: float, y: float, z: float) -> None |
glTranslated(self, x: float, y: float, z: float) -> None [extrait de glTranslated.__doc__] |
glTranslatef(self, x: float, y: float, z: float) -> None |
glTranslatef(self, x: float, y: float, z: float) -> None [extrait de glTranslatef.__doc__] |
glVertex2d(self, x: float, y: float) -> None |
glVertex2d(self, x: float, y: float) -> None [extrait de glVertex2d.__doc__] |
glVertex2dv(self, v: Sequence[float]) -> None |
glVertex2dv(self, v: Sequence[float]) -> None [extrait de glVertex2dv.__doc__] |
glVertex2f(self, x: float, y: float) -> None |
glVertex2f(self, x: float, y: float) -> None [extrait de glVertex2f.__doc__] |
glVertex2fv(self, v: Sequence[float]) -> None |
glVertex2fv(self, v: Sequence[float]) -> None [extrait de glVertex2fv.__doc__] |
glVertex2i(self, x: int, y: int) -> None |
glVertex2i(self, x: int, y: int) -> None [extrait de glVertex2i.__doc__] |
glVertex2iv(self, v: Sequence[int]) -> None |
glVertex2iv(self, v: Sequence[int]) -> None [extrait de glVertex2iv.__doc__] |
glVertex2s(self, x: int, y: int) -> None |
glVertex2s(self, x: int, y: int) -> None [extrait de glVertex2s.__doc__] |
glVertex2sv(self, v: Sequence[int]) -> None |
glVertex2sv(self, v: Sequence[int]) -> None [extrait de glVertex2sv.__doc__] |
glVertex3d(self, x: float, y: float, z: float) -> None |
glVertex3d(self, x: float, y: float, z: float) -> None [extrait de glVertex3d.__doc__] |
glVertex3dv(self, v: Sequence[float]) -> None |
glVertex3dv(self, v: Sequence[float]) -> None [extrait de glVertex3dv.__doc__] |
glVertex3f(self, x: float, y: float, z: float) -> None |
glVertex3f(self, x: float, y: float, z: float) -> None [extrait de glVertex3f.__doc__] |
glVertex3fv(self, v: Sequence[float]) -> None |
glVertex3fv(self, v: Sequence[float]) -> None [extrait de glVertex3fv.__doc__] |
glVertex3i(self, x: int, y: int, z: int) -> None |
glVertex3i(self, x: int, y: int, z: int) -> None [extrait de glVertex3i.__doc__] |
glVertex3iv(self, v: Sequence[int]) -> None |
glVertex3iv(self, v: Sequence[int]) -> None [extrait de glVertex3iv.__doc__] |
glVertex3s(self, x: int, y: int, z: int) -> None |
glVertex3s(self, x: int, y: int, z: int) -> None [extrait de glVertex3s.__doc__] |
glVertex3sv(self, v: Sequence[int]) -> None |
glVertex3sv(self, v: Sequence[int]) -> None [extrait de glVertex3sv.__doc__] |
glVertex4d(self, x: float, y: float, z: float, w: float) -> None |
glVertex4d(self, x: float, y: float, z: float, w: float) -> None [extrait de glVertex4d.__doc__] |
glVertex4dv(self, v: Sequence[float]) -> None |
glVertex4dv(self, v: Sequence[float]) -> None [extrait de glVertex4dv.__doc__] |
glVertex4f(self, x: float, y: float, z: float, w: float) -> None |
glVertex4f(self, x: float, y: float, z: float, w: float) -> None [extrait de glVertex4f.__doc__] |
glVertex4fv(self, v: Sequence[float]) -> None |
glVertex4fv(self, v: Sequence[float]) -> None [extrait de glVertex4fv.__doc__] |
glVertex4i(self, x: int, y: int, z: int, w: int) -> None |
glVertex4i(self, x: int, y: int, z: int, w: int) -> None [extrait de glVertex4i.__doc__] |
glVertex4iv(self, v: Sequence[int]) -> None |
glVertex4iv(self, v: Sequence[int]) -> None [extrait de glVertex4iv.__doc__] |
glVertex4s(self, x: int, y: int, z: int, w: int) -> None |
glVertex4s(self, x: int, y: int, z: int, w: int) -> None [extrait de glVertex4s.__doc__] |
glVertex4sv(self, v: Sequence[int]) -> None |
glVertex4sv(self, v: Sequence[int]) -> None [extrait de glVertex4sv.__doc__] |
glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glVertexPointer.__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__] |
initializeOpenGLFunctions(self) -> bool |
initializeOpenGLFunctions(self) -> bool [extrait de initializeOpenGLFunctions.__doc__] |
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