__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__] |
glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None |
glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None [extrait de glBindImageTexture.__doc__] |
glBindProgramPipeline(self, pipeline: int) -> None |
glBindProgramPipeline(self, pipeline: int) -> None [extrait de glBindProgramPipeline.__doc__] |
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__] |
glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None |
glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None [extrait de glDrawArraysInstancedBaseInstance.__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__] |
glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None |
glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None [extrait de glDrawElementsInstancedBaseInstance.__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__] |
glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None |
glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None [extrait de glDrawElementsInstancedBaseVertexBaseInstance.__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__] |
glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None |
glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None [extrait de glDrawTransformFeedbackInstanced.__doc__] |
glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None |
glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None [extrait de glDrawTransformFeedbackStream.__doc__] |
glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None |
glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None [extrait de glDrawTransformFeedbackStreamInstanced.__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__] |
glMemoryBarrier(self, barriers: int) -> None |
glMemoryBarrier(self, barriers: int) -> None [extrait de glMemoryBarrier.__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__] |
glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None |
glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None [extrait de glTexStorage1D.__doc__] |
glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None |
glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None [extrait de glTexStorage2D.__doc__] |
glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None |
glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None [extrait de glTexStorage3D.__doc__] |
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__] |
Améliorations / Corrections
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