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Module « PySide6.QtOpenGL »

Classe « QOpenGLFunctions_4_1_Core »

Informations générales

Héritage

builtins.object
    Object
        QAbstractOpenGLFunctions
            QOpenGLFunctions_4_1_Core

Définition

class QOpenGLFunctions_4_1_Core(QAbstractOpenGLFunctions):

Description [extrait de QOpenGLFunctions_4_1_Core.__doc__]

QOpenGLFunctions_4_1_Core(self) -> 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__]
__init__(self) -> None __init__(self) -> None [extrait de __init__.__doc__]

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
__delattr__(self, name) Implement delattr(self, name). [extrait de __delattr__.__doc__]
__setattr__(self, name, value) Implement setattr(self, name, value). [extrait de __setattr__.__doc__]
glActiveShaderProgram(self, pipeline: int, program: int) -> None glActiveShaderProgram(self, pipeline: int, program: int) -> None [extrait de glActiveShaderProgram.__doc__]
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__]
glBeginConditionalRender(self, id: int, mode: int) -> None glBeginConditionalRender(self, id: int, mode: int) -> None [extrait de glBeginConditionalRender.__doc__]
glBeginQuery(self, target: int, id: int) -> None glBeginQuery(self, target: int, id: int) -> None [extrait de glBeginQuery.__doc__]
glBeginQueryIndexed(self, target: int, index: int, id: int) -> None glBeginQueryIndexed(self, target: int, index: int, id: int) -> None [extrait de glBeginQueryIndexed.__doc__]
glBeginTransformFeedback(self, primitiveMode: int) -> None glBeginTransformFeedback(self, primitiveMode: int) -> None [extrait de glBeginTransformFeedback.__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__]
glBindBufferBase(self, target: int, index: int, buffer: int) -> None glBindBufferBase(self, target: int, index: int, buffer: int) -> None [extrait de glBindBufferBase.__doc__]
glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None [extrait de glBindFragDataLocation.__doc__]
glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None [extrait de glBindFragDataLocationIndexed.__doc__]
glBindFramebuffer(self, target: int, framebuffer: int) -> None glBindFramebuffer(self, target: int, framebuffer: int) -> None [extrait de glBindFramebuffer.__doc__]
glBindProgramPipeline(self, pipeline: int) -> None glBindProgramPipeline(self, pipeline: int) -> None [extrait de glBindProgramPipeline.__doc__]
glBindRenderbuffer(self, target: int, renderbuffer: int) -> None glBindRenderbuffer(self, target: int, renderbuffer: int) -> None [extrait de glBindRenderbuffer.__doc__]
glBindSampler(self, unit: int, sampler: int) -> None glBindSampler(self, unit: int, sampler: int) -> None [extrait de glBindSampler.__doc__]
glBindTexture(self, target: int, texture: int) -> None glBindTexture(self, target: int, texture: int) -> None [extrait de glBindTexture.__doc__]
glBindTransformFeedback(self, target: int, id: int) -> None glBindTransformFeedback(self, target: int, id: int) -> None [extrait de glBindTransformFeedback.__doc__]
glBindVertexArray(self, array: int) -> None glBindVertexArray(self, array: int) -> None [extrait de glBindVertexArray.__doc__]
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__]
glBlendEquationi(self, buf: int, mode: int) -> None glBlendEquationi(self, buf: int, mode: int) -> None [extrait de glBlendEquationi.__doc__]
glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None [extrait de glBlendEquationSeparate.__doc__]
glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None [extrait de glBlendEquationSeparatei.__doc__]
glBlendFunc(self, sfactor: int, dfactor: int) -> None glBlendFunc(self, sfactor: int, dfactor: int) -> None [extrait de glBlendFunc.__doc__]
glBlendFunci(self, buf: int, src: int, dst: int) -> None glBlendFunci(self, buf: int, src: int, dst: int) -> None [extrait de glBlendFunci.__doc__]
glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None [extrait de glBlendFuncSeparate.__doc__]
glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None [extrait de glBlendFuncSeparatei.__doc__]
glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None [extrait de glBlitFramebuffer.__doc__]
glCheckFramebufferStatus(self, target: int) -> int glCheckFramebufferStatus(self, target: int) -> int [extrait de glCheckFramebufferStatus.__doc__]
glClampColor(self, target: int, clamp: int) -> None glClampColor(self, target: int, clamp: int) -> None [extrait de glClampColor.__doc__]
glClear(self, mask: int) -> None glClear(self, mask: int) -> None [extrait de glClear.__doc__]
glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None [extrait de glClearBufferfi.__doc__]
glClearBufferfv(self, buffer: int, drawbuffer: int, value: Sequence[float]) -> None glClearBufferfv(self, buffer: int, drawbuffer: int, value: Sequence[float]) -> None [extrait de glClearBufferfv.__doc__]
glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearBufferiv.__doc__]
glClearBufferuiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearBufferuiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearBufferuiv.__doc__]
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__]
glClearDepthf(self, dd: float) -> None glClearDepthf(self, dd: 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__]
glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None [extrait de glColorMaski.__doc__]
glCompileShader(self, shader: int) -> None glCompileShader(self, shader: int) -> None [extrait de glCompileShader.__doc__]
glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None [extrait de glCompressedTexImage1D.__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__]
glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None [extrait de glCompressedTexImage3D.__doc__]
glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTexSubImage1D.__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__]
glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTexSubImage3D.__doc__]
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__]
glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTexSubImage3D.__doc__]
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__]
glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None [extrait de glDeleteProgramPipelines.__doc__]
glDeleteQueries(self, n: int, ids: Sequence[int]) -> None glDeleteQueries(self, n: int, ids: Sequence[int]) -> None [extrait de glDeleteQueries.__doc__]
glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None [extrait de glDeleteRenderbuffers.__doc__]
glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None [extrait de glDeleteSamplers.__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__]
glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None [extrait de glDeleteTransformFeedbacks.__doc__]
glDeleteVertexArrays(self, n: int, arrays: Sequence[int]) -> None glDeleteVertexArrays(self, n: int, arrays: Sequence[int]) -> None [extrait de glDeleteVertexArrays.__doc__]
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__]
glDepthRangeArrayv(self, first: int, count: int, v: Sequence[float]) -> None glDepthRangeArrayv(self, first: int, count: int, v: Sequence[float]) -> None [extrait de glDepthRangeArrayv.__doc__]
glDepthRangef(self, n: float, f: float) -> None glDepthRangef(self, n: float, f: float) -> None [extrait de glDepthRangef.__doc__]
glDepthRangeIndexed(self, index: int, n: float, f: float) -> None glDepthRangeIndexed(self, index: int, n: float, f: float) -> None [extrait de glDepthRangeIndexed.__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__]
glDisablei(self, target: int, index: int) -> None glDisablei(self, target: int, index: int) -> None [extrait de glDisablei.__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__]
glDrawArraysIndirect(self, mode: int, indirect: int) -> None glDrawArraysIndirect(self, mode: int, indirect: int) -> None [extrait de glDrawArraysIndirect.__doc__]
glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None [extrait de glDrawArraysInstanced.__doc__]
glDrawBuffer(self, mode: int) -> None glDrawBuffer(self, mode: int) -> None [extrait de glDrawBuffer.__doc__]
glDrawBuffers(self, n: int, bufs: Sequence[int]) -> None glDrawBuffers(self, n: int, bufs: Sequence[int]) -> None [extrait de glDrawBuffers.__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__]
glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None [extrait de glDrawElementsBaseVertex.__doc__]
glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None [extrait de glDrawElementsIndirect.__doc__]
glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None [extrait de glDrawElementsInstanced.__doc__]
glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None [extrait de glDrawElementsInstancedBaseVertex.__doc__]
glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None [extrait de glDrawRangeElements.__doc__]
glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None [extrait de glDrawRangeElementsBaseVertex.__doc__]
glDrawTransformFeedback(self, mode: int, id: int) -> None glDrawTransformFeedback(self, mode: int, id: int) -> None [extrait de glDrawTransformFeedback.__doc__]
glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None [extrait de glDrawTransformFeedbackStream.__doc__]
glEnable(self, cap: int) -> None glEnable(self, cap: int) -> None [extrait de glEnable.__doc__]
glEnablei(self, target: int, index: int) -> None glEnablei(self, target: int, index: int) -> None [extrait de glEnablei.__doc__]
glEnableVertexAttribArray(self, index: int) -> None glEnableVertexAttribArray(self, index: int) -> None [extrait de glEnableVertexAttribArray.__doc__]
glEndConditionalRender(self) -> None glEndConditionalRender(self) -> None [extrait de glEndConditionalRender.__doc__]
glEndQuery(self, target: int) -> None glEndQuery(self, target: int) -> None [extrait de glEndQuery.__doc__]
glEndQueryIndexed(self, target: int, index: int) -> None glEndQueryIndexed(self, target: int, index: int) -> None [extrait de glEndQueryIndexed.__doc__]
glEndTransformFeedback(self) -> None glEndTransformFeedback(self) -> None [extrait de glEndTransformFeedback.__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__]
glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None [extrait de glFramebufferTexture.__doc__]
glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None [extrait de glFramebufferTexture1D.__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__]
glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None [extrait de glFramebufferTexture3D.__doc__]
glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None [extrait de glFramebufferTextureLayer.__doc__]
glFrontFace(self, mode: int) -> None glFrontFace(self, mode: int) -> None [extrait de glFrontFace.__doc__]
glGenerateMipmap(self, target: int) -> None glGenerateMipmap(self, target: int) -> None [extrait de glGenerateMipmap.__doc__]
glGetAttribLocation(self, program: int, name: bytes) -> int glGetAttribLocation(self, program: int, name: bytes) -> int [extrait de glGetAttribLocation.__doc__]
glGetError(self) -> int glGetError(self) -> int [extrait de glGetError.__doc__]
glGetFragDataIndex(self, program: int, name: bytes) -> int glGetFragDataIndex(self, program: int, name: bytes) -> int [extrait de glGetFragDataIndex.__doc__]
glGetFragDataLocation(self, program: int, name: bytes) -> int glGetFragDataLocation(self, program: int, name: bytes) -> int [extrait de glGetFragDataLocation.__doc__]
glGetString(self, name: int) -> str glGetString(self, name: int) -> str [extrait de glGetString.__doc__]
glGetStringi(self, name: int, index: int) -> str glGetStringi(self, name: int, index: int) -> str [extrait de glGetStringi.__doc__]
glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int [extrait de glGetSubroutineIndex.__doc__]
glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int [extrait de glGetSubroutineUniformLocation.__doc__]
glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int [extrait de glGetUniformBlockIndex.__doc__]
glGetUniformLocation(self, program: int, name: bytes) -> int glGetUniformLocation(self, program: int, name: bytes) -> int [extrait de glGetUniformLocation.__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__]
glIsEnabledi(self, target: int, index: int) -> int glIsEnabledi(self, target: int, index: int) -> int [extrait de glIsEnabledi.__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__]
glIsProgramPipeline(self, pipeline: int) -> int glIsProgramPipeline(self, pipeline: int) -> int [extrait de glIsProgramPipeline.__doc__]
glIsQuery(self, id: int) -> int glIsQuery(self, id: int) -> int [extrait de glIsQuery.__doc__]
glIsRenderbuffer(self, renderbuffer: int) -> int glIsRenderbuffer(self, renderbuffer: int) -> int [extrait de glIsRenderbuffer.__doc__]
glIsSampler(self, sampler: int) -> int glIsSampler(self, sampler: int) -> int [extrait de glIsSampler.__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__]
glIsTransformFeedback(self, id: int) -> int glIsTransformFeedback(self, id: int) -> int [extrait de glIsTransformFeedback.__doc__]
glIsVertexArray(self, array: int) -> int glIsVertexArray(self, array: int) -> int [extrait de glIsVertexArray.__doc__]
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__]
glLogicOp(self, opcode: int) -> None glLogicOp(self, opcode: int) -> None [extrait de glLogicOp.__doc__]
glMapBuffer(self, target: int, access: int) -> int glMapBuffer(self, target: int, access: int) -> int [extrait de glMapBuffer.__doc__]
glMinSampleShading(self, value: float) -> None glMinSampleShading(self, value: float) -> None [extrait de glMinSampleShading.__doc__]
glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None [extrait de glMultiDrawArrays.__doc__]
glPatchParameterfv(self, pname: int, values: Sequence[float]) -> None glPatchParameterfv(self, pname: int, values: Sequence[float]) -> None [extrait de glPatchParameterfv.__doc__]
glPatchParameteri(self, pname: int, value: int) -> None glPatchParameteri(self, pname: int, value: int) -> None [extrait de glPatchParameteri.__doc__]
glPauseTransformFeedback(self) -> None glPauseTransformFeedback(self) -> None [extrait de glPauseTransformFeedback.__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__]
glPointParameterf(self, pname: int, param: float) -> None glPointParameterf(self, pname: int, param: float) -> None [extrait de glPointParameterf.__doc__]
glPointParameterfv(self, pname: int, params: Sequence[float]) -> None glPointParameterfv(self, pname: int, params: Sequence[float]) -> None [extrait de glPointParameterfv.__doc__]
glPointParameteri(self, pname: int, param: int) -> None glPointParameteri(self, pname: int, param: int) -> None [extrait de glPointParameteri.__doc__]
glPointParameteriv(self, pname: int, params: Sequence[int]) -> None glPointParameteriv(self, pname: int, params: Sequence[int]) -> None [extrait de glPointParameteriv.__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__]
glPrimitiveRestartIndex(self, index: int) -> None glPrimitiveRestartIndex(self, index: int) -> None [extrait de glPrimitiveRestartIndex.__doc__]
glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None [extrait de glProgramBinary.__doc__]
glProgramParameteri(self, program: int, pname: int, value: int) -> None glProgramParameteri(self, program: int, pname: int, value: int) -> None [extrait de glProgramParameteri.__doc__]
glProgramUniform1d(self, program: int, location: int, v0: float) -> None glProgramUniform1d(self, program: int, location: int, v0: float) -> None [extrait de glProgramUniform1d.__doc__]
glProgramUniform1dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform1dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform1dv.__doc__]
glProgramUniform1f(self, program: int, location: int, v0: float) -> None glProgramUniform1f(self, program: int, location: int, v0: float) -> None [extrait de glProgramUniform1f.__doc__]
glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform1fv.__doc__]
glProgramUniform1i(self, program: int, location: int, v0: int) -> None glProgramUniform1i(self, program: int, location: int, v0: int) -> None [extrait de glProgramUniform1i.__doc__]
glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform1iv.__doc__]
glProgramUniform1ui(self, program: int, location: int, v0: int) -> None glProgramUniform1ui(self, program: int, location: int, v0: int) -> None [extrait de glProgramUniform1ui.__doc__]
glProgramUniform1uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform1uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform1uiv.__doc__]
glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None [extrait de glProgramUniform2d.__doc__]
glProgramUniform2dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform2dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform2dv.__doc__]
glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None [extrait de glProgramUniform2f.__doc__]
glProgramUniform2fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform2fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform2fv.__doc__]
glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None [extrait de glProgramUniform2i.__doc__]
glProgramUniform2iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform2iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform2iv.__doc__]
glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None [extrait de glProgramUniform2ui.__doc__]
glProgramUniform2uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform2uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform2uiv.__doc__]
glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None [extrait de glProgramUniform3d.__doc__]
glProgramUniform3dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform3dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform3dv.__doc__]
glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None [extrait de glProgramUniform3f.__doc__]
glProgramUniform3fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform3fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform3fv.__doc__]
glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None [extrait de glProgramUniform3i.__doc__]
glProgramUniform3iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform3iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform3iv.__doc__]
glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None [extrait de glProgramUniform3ui.__doc__]
glProgramUniform3uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform3uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform3uiv.__doc__]
glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None [extrait de glProgramUniform4d.__doc__]
glProgramUniform4dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform4dv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform4dv.__doc__]
glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None [extrait de glProgramUniform4f.__doc__]
glProgramUniform4fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None glProgramUniform4fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None [extrait de glProgramUniform4fv.__doc__]
glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glProgramUniform4i.__doc__]
glProgramUniform4iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform4iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform4iv.__doc__]
glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glProgramUniform4ui.__doc__]
glProgramUniform4uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None glProgramUniform4uiv(self, program: int, location: int, count: int, value: Sequence[int]) -> None [extrait de glProgramUniform4uiv.__doc__]
glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2dv.__doc__]
glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2fv.__doc__]
glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x3dv.__doc__]
glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x3fv.__doc__]
glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x4dv.__doc__]
glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix2x4fv.__doc__]
glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3dv.__doc__]
glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3fv.__doc__]
glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x2dv.__doc__]
glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x2fv.__doc__]
glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x4dv.__doc__]
glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix3x4fv.__doc__]
glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4dv.__doc__]
glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4fv.__doc__]
glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x2dv.__doc__]
glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x2fv.__doc__]
glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x3dv.__doc__]
glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glProgramUniformMatrix4x3fv.__doc__]
glProvokingVertex(self, mode: int) -> None glProvokingVertex(self, mode: int) -> None [extrait de glProvokingVertex.__doc__]
glQueryCounter(self, id: int, target: int) -> None glQueryCounter(self, id: int, target: int) -> None [extrait de glQueryCounter.__doc__]
glReadBuffer(self, mode: int) -> None glReadBuffer(self, mode: int) -> None [extrait de glReadBuffer.__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__]
glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None [extrait de glRenderbufferStorageMultisample.__doc__]
glResumeTransformFeedback(self) -> None glResumeTransformFeedback(self) -> None [extrait de glResumeTransformFeedback.__doc__]
glSampleCoverage(self, value: float, invert: int) -> None glSampleCoverage(self, value: float, invert: int) -> None [extrait de glSampleCoverage.__doc__]
glSampleMaski(self, index: int, mask: int) -> None glSampleMaski(self, index: int, mask: int) -> None [extrait de glSampleMaski.__doc__]
glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None [extrait de glSamplerParameterf.__doc__]
glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None [extrait de glSamplerParameterfv.__doc__]
glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None [extrait de glSamplerParameteri.__doc__]
glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameterIiv.__doc__]
glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameterIuiv.__doc__]
glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None [extrait de glSamplerParameteriv.__doc__]
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__]
glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None [extrait de glScissorArrayv.__doc__]
glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None [extrait de glScissorIndexed.__doc__]
glScissorIndexedv(self, index: int, v: Sequence[int]) -> None glScissorIndexedv(self, index: int, v: Sequence[int]) -> None [extrait de glScissorIndexedv.__doc__]
glShaderBinary(self, count: int, shaders: Sequence[int], binaryformat: int, binary: int, length: int) -> None glShaderBinary(self, count: int, shaders: Sequence[int], binaryformat: int, binary: int, length: int) -> None [extrait de glShaderBinary.__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, sfail: int, dpfail: int, dppass: int) -> None glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None [extrait de glStencilOpSeparate.__doc__]
glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None [extrait de glTexBuffer.__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__]
glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None [extrait de glTexImage2DMultisample.__doc__]
glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage3D.__doc__]
glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None [extrait de glTexImage3DMultisample.__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__]
glTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None glTexParameterIiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexParameterIiv.__doc__]
glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexParameterIuiv.__doc__]
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__]
glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None [extrait de glTexSubImage3D.__doc__]
glUniform1d(self, location: int, x: float) -> None glUniform1d(self, location: int, x: float) -> None [extrait de glUniform1d.__doc__]
glUniform1dv(self, location: int, count: int, value: Sequence[float]) -> None glUniform1dv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform1dv.__doc__]
glUniform1f(self, location: int, v0: float) -> None glUniform1f(self, location: int, v0: float) -> None [extrait de glUniform1f.__doc__]
glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform1fv.__doc__]
glUniform1i(self, location: int, v0: int) -> None glUniform1i(self, location: int, v0: int) -> None [extrait de glUniform1i.__doc__]
glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform1iv.__doc__]
glUniform1ui(self, location: int, v0: int) -> None glUniform1ui(self, location: int, v0: int) -> None [extrait de glUniform1ui.__doc__]
glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform1uiv.__doc__]
glUniform2d(self, location: int, x: float, y: float) -> None glUniform2d(self, location: int, x: float, y: float) -> None [extrait de glUniform2d.__doc__]
glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform2dv.__doc__]
glUniform2f(self, location: int, v0: float, v1: float) -> None glUniform2f(self, location: int, v0: float, v1: float) -> None [extrait de glUniform2f.__doc__]
glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform2fv.__doc__]
glUniform2i(self, location: int, v0: int, v1: int) -> None glUniform2i(self, location: int, v0: int, v1: int) -> None [extrait de glUniform2i.__doc__]
glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform2iv.__doc__]
glUniform2ui(self, location: int, v0: int, v1: int) -> None glUniform2ui(self, location: int, v0: int, v1: int) -> None [extrait de glUniform2ui.__doc__]
glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform2uiv.__doc__]
glUniform3d(self, location: int, x: float, y: float, z: float) -> None glUniform3d(self, location: int, x: float, y: float, z: float) -> None [extrait de glUniform3d.__doc__]
glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform3dv.__doc__]
glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None [extrait de glUniform3f.__doc__]
glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform3fv.__doc__]
glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None [extrait de glUniform3i.__doc__]
glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform3iv.__doc__]
glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None [extrait de glUniform3ui.__doc__]
glUniform3uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform3uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform3uiv.__doc__]
glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None [extrait de glUniform4d.__doc__]
glUniform4dv(self, location: int, count: int, value: Sequence[float]) -> None glUniform4dv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform4dv.__doc__]
glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None [extrait de glUniform4f.__doc__]
glUniform4fv(self, location: int, count: int, value: Sequence[float]) -> None glUniform4fv(self, location: int, count: int, value: Sequence[float]) -> None [extrait de glUniform4fv.__doc__]
glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glUniform4i.__doc__]
glUniform4iv(self, location: int, count: int, value: Sequence[int]) -> None glUniform4iv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform4iv.__doc__]
glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None [extrait de glUniform4ui.__doc__]
glUniform4uiv(self, location: int, count: int, value: Sequence[int]) -> None glUniform4uiv(self, location: int, count: int, value: Sequence[int]) -> None [extrait de glUniform4uiv.__doc__]
glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None [extrait de glUniformBlockBinding.__doc__]
glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2dv.__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__]
glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x3dv.__doc__]
glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x3fv.__doc__]
glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x4dv.__doc__]
glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix2x4fv.__doc__]
glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3dv.__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__]
glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x2dv.__doc__]
glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x2fv.__doc__]
glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x4dv.__doc__]
glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix3x4fv.__doc__]
glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4dv.__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__]
glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x2dv.__doc__]
glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x2fv.__doc__]
glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x3dv.__doc__]
glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None [extrait de glUniformMatrix4x3fv.__doc__]
glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: Sequence[int]) -> None glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: Sequence[int]) -> None [extrait de glUniformSubroutinesuiv.__doc__]
glUnmapBuffer(self, target: int) -> int glUnmapBuffer(self, target: int) -> int [extrait de glUnmapBuffer.__doc__]
glUseProgram(self, program: int) -> None glUseProgram(self, program: int) -> None [extrait de glUseProgram.__doc__]
glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None [extrait de glUseProgramStages.__doc__]
glValidateProgram(self, program: int) -> None glValidateProgram(self, program: int) -> None [extrait de glValidateProgram.__doc__]
glValidateProgramPipeline(self, pipeline: int) -> None glValidateProgramPipeline(self, pipeline: int) -> None [extrait de glValidateProgramPipeline.__doc__]
glVertexAttribDivisor(self, index: int, divisor: int) -> None glVertexAttribDivisor(self, index: int, divisor: int) -> None [extrait de glVertexAttribDivisor.__doc__]
glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None [extrait de glVertexAttribIPointer.__doc__]
glVertexAttribL1d(self, index: int, x: float) -> None glVertexAttribL1d(self, index: int, x: float) -> None [extrait de glVertexAttribL1d.__doc__]
glVertexAttribL1dv(self, index: int, v: Sequence[float]) -> None glVertexAttribL1dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttribL1dv.__doc__]
glVertexAttribL2d(self, index: int, x: float, y: float) -> None glVertexAttribL2d(self, index: int, x: float, y: float) -> None [extrait de glVertexAttribL2d.__doc__]
glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttribL2dv.__doc__]
glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None [extrait de glVertexAttribL3d.__doc__]
glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttribL3dv.__doc__]
glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None [extrait de glVertexAttribL4d.__doc__]
glVertexAttribL4dv(self, index: int, v: Sequence[float]) -> None glVertexAttribL4dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttribL4dv.__doc__]
glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None [extrait de glVertexAttribLPointer.__doc__]
glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None [extrait de glVertexAttribP1ui.__doc__]
glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None [extrait de glVertexAttribP1uiv.__doc__]
glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None [extrait de glVertexAttribP2ui.__doc__]
glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None [extrait de glVertexAttribP2uiv.__doc__]
glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None [extrait de glVertexAttribP3ui.__doc__]
glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None [extrait de glVertexAttribP3uiv.__doc__]
glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None [extrait de glVertexAttribP4ui.__doc__]
glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: Sequence[int]) -> None [extrait de glVertexAttribP4uiv.__doc__]
glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: 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__]
glViewportArrayv(self, first: int, count: int, v: Sequence[float]) -> None glViewportArrayv(self, first: int, count: int, v: Sequence[float]) -> None [extrait de glViewportArrayv.__doc__]
glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None [extrait de glViewportIndexedf.__doc__]
glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None [extrait de glViewportIndexedfv.__doc__]
initializeOpenGLFunctions(self) -> bool initializeOpenGLFunctions(self) -> bool [extrait de initializeOpenGLFunctions.__doc__]

Méthodes héritées de la classe QAbstractOpenGLFunctions

__init_subclass__, __subclasshook__, isInitialized, owningContext, setOwningContext

Méthodes héritées de la classe Object

__getattribute__, __init_subclass__, __subclasshook__

Méthodes héritées de la classe object

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