__delattr__(self, name) |
Implement delattr(self, name). [extrait de __delattr__.__doc__] |
__setattr__(self, name, value) |
Implement setattr(self, name, value). [extrait de __setattr__.__doc__] |
glAccum(self, op: int, value: float) -> None |
glAccum(self, op: int, value: float) -> None [extrait de glAccum.__doc__] |
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__] |
glAlphaFunc(self, func: int, ref: float) -> None |
glAlphaFunc(self, func: int, ref: float) -> None [extrait de glAlphaFunc.__doc__] |
glArrayElement(self, i: int) -> None |
glArrayElement(self, i: int) -> None [extrait de glArrayElement.__doc__] |
glAttachShader(self, program: int, shader: int) -> None |
glAttachShader(self, program: int, shader: int) -> None [extrait de glAttachShader.__doc__] |
glBegin(self, mode: int) -> None |
glBegin(self, mode: int) -> None [extrait de glBegin.__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__] |
glBindBuffersBase(self, target: int, first: int, count: int, buffers: Sequence[int]) -> None |
glBindBuffersBase(self, target: int, first: int, count: int, buffers: Sequence[int]) -> None [extrait de glBindBuffersBase.__doc__] |
glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None |
glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None [extrait de glBindBuffersRange.__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__] |
glBindImageTextures(self, first: int, count: int, textures: Sequence[int]) -> None |
glBindImageTextures(self, first: int, count: int, textures: Sequence[int]) -> None [extrait de glBindImageTextures.__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__] |
glBindSamplers(self, first: int, count: int, samplers: Sequence[int]) -> None |
glBindSamplers(self, first: int, count: int, samplers: Sequence[int]) -> None [extrait de glBindSamplers.__doc__] |
glBindTexture(self, target: int, texture: int) -> None |
glBindTexture(self, target: int, texture: int) -> None [extrait de glBindTexture.__doc__] |
glBindTextures(self, first: int, count: int, textures: Sequence[int]) -> None |
glBindTextures(self, first: int, count: int, textures: Sequence[int]) -> None [extrait de glBindTextures.__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__] |
glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None |
glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None [extrait de glBindVertexBuffers.__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__] |
glCallList(self, list: int) -> None |
glCallList(self, list: int) -> None [extrait de glCallList.__doc__] |
glCallLists(self, n: int, type: int, lists: int) -> None |
glCallLists(self, n: int, type: int, lists: int) -> None [extrait de glCallLists.__doc__] |
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__] |
glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None |
glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glClearAccum.__doc__] |
glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None |
glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None [extrait de glClearBufferData.__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__] |
glClearIndex(self, c: float) -> None |
glClearIndex(self, c: float) -> None [extrait de glClearIndex.__doc__] |
glClearStencil(self, s: int) -> None |
glClearStencil(self, s: int) -> None [extrait de glClearStencil.__doc__] |
glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None |
glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None [extrait de glClearTexImage.__doc__] |
glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None |
glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None [extrait de glClearTexSubImage.__doc__] |
glClientActiveTexture(self, texture: int) -> None |
glClientActiveTexture(self, texture: int) -> None [extrait de glClientActiveTexture.__doc__] |
glClipPlane(self, plane: int, equation: Sequence[float]) -> None |
glClipPlane(self, plane: int, equation: Sequence[float]) -> None [extrait de glClipPlane.__doc__] |
glColor3b(self, red: int, green: int, blue: int) -> None |
glColor3b(self, red: int, green: int, blue: int) -> None [extrait de glColor3b.__doc__] |
glColor3bv(self, v: bytes) -> None |
glColor3bv(self, v: bytes) -> None [extrait de glColor3bv.__doc__] |
glColor3d(self, red: float, green: float, blue: float) -> None |
glColor3d(self, red: float, green: float, blue: float) -> None [extrait de glColor3d.__doc__] |
glColor3dv(self, v: Sequence[float]) -> None |
glColor3dv(self, v: Sequence[float]) -> None [extrait de glColor3dv.__doc__] |
glColor3f(self, red: float, green: float, blue: float) -> None |
glColor3f(self, red: float, green: float, blue: float) -> None [extrait de glColor3f.__doc__] |
glColor3fv(self, v: Sequence[float]) -> None |
glColor3fv(self, v: Sequence[float]) -> None [extrait de glColor3fv.__doc__] |
glColor3i(self, red: int, green: int, blue: int) -> None |
glColor3i(self, red: int, green: int, blue: int) -> None [extrait de glColor3i.__doc__] |
glColor3iv(self, v: Sequence[int]) -> None |
glColor3iv(self, v: Sequence[int]) -> None [extrait de glColor3iv.__doc__] |
glColor3s(self, red: int, green: int, blue: int) -> None |
glColor3s(self, red: int, green: int, blue: int) -> None [extrait de glColor3s.__doc__] |
glColor3sv(self, v: Sequence[int]) -> None |
glColor3sv(self, v: Sequence[int]) -> None [extrait de glColor3sv.__doc__] |
glColor3ub(self, red: int, green: int, blue: int) -> None |
glColor3ub(self, red: int, green: int, blue: int) -> None [extrait de glColor3ub.__doc__] |
glColor3ubv(self, v: bytes) -> None |
glColor3ubv(self, v: bytes) -> None [extrait de glColor3ubv.__doc__] |
glColor3ui(self, red: int, green: int, blue: int) -> None |
glColor3ui(self, red: int, green: int, blue: int) -> None [extrait de glColor3ui.__doc__] |
glColor3uiv(self, v: Sequence[int]) -> None |
glColor3uiv(self, v: Sequence[int]) -> None [extrait de glColor3uiv.__doc__] |
glColor3us(self, red: int, green: int, blue: int) -> None |
glColor3us(self, red: int, green: int, blue: int) -> None [extrait de glColor3us.__doc__] |
glColor3usv(self, v: Sequence[int]) -> None |
glColor3usv(self, v: Sequence[int]) -> None [extrait de glColor3usv.__doc__] |
glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4b.__doc__] |
glColor4bv(self, v: bytes) -> None |
glColor4bv(self, v: bytes) -> None [extrait de glColor4bv.__doc__] |
glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None |
glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glColor4d.__doc__] |
glColor4dv(self, v: Sequence[float]) -> None |
glColor4dv(self, v: Sequence[float]) -> None [extrait de glColor4dv.__doc__] |
glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None |
glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None [extrait de glColor4f.__doc__] |
glColor4fv(self, v: Sequence[float]) -> None |
glColor4fv(self, v: Sequence[float]) -> None [extrait de glColor4fv.__doc__] |
glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4i.__doc__] |
glColor4iv(self, v: Sequence[int]) -> None |
glColor4iv(self, v: Sequence[int]) -> None [extrait de glColor4iv.__doc__] |
glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4s.__doc__] |
glColor4sv(self, v: Sequence[int]) -> None |
glColor4sv(self, v: Sequence[int]) -> None [extrait de glColor4sv.__doc__] |
glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4ub.__doc__] |
glColor4ubv(self, v: bytes) -> None |
glColor4ubv(self, v: bytes) -> None [extrait de glColor4ubv.__doc__] |
glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4ui.__doc__] |
glColor4uiv(self, v: Sequence[int]) -> None |
glColor4uiv(self, v: Sequence[int]) -> None [extrait de glColor4uiv.__doc__] |
glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None |
glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColor4us.__doc__] |
glColor4usv(self, v: Sequence[int]) -> None |
glColor4usv(self, v: Sequence[int]) -> None [extrait de glColor4usv.__doc__] |
glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None |
glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None [extrait de glColorMask.__doc__] |
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__] |
glColorMaterial(self, face: int, mode: int) -> None |
glColorMaterial(self, face: int, mode: int) -> None [extrait de glColorMaterial.__doc__] |
glColorP3ui(self, type: int, color: int) -> None |
glColorP3ui(self, type: int, color: int) -> None [extrait de glColorP3ui.__doc__] |
glColorP3uiv(self, type: int, color: Sequence[int]) -> None |
glColorP3uiv(self, type: int, color: Sequence[int]) -> None [extrait de glColorP3uiv.__doc__] |
glColorP4ui(self, type: int, color: int) -> None |
glColorP4ui(self, type: int, color: int) -> None [extrait de glColorP4ui.__doc__] |
glColorP4uiv(self, type: int, color: Sequence[int]) -> None |
glColorP4uiv(self, type: int, color: Sequence[int]) -> None [extrait de glColorP4uiv.__doc__] |
glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glColorPointer.__doc__] |
glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None |
glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None [extrait de glColorSubTable.__doc__] |
glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None |
glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None [extrait de glColorTable.__doc__] |
glColorTableParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glColorTableParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glColorTableParameterfv.__doc__] |
glColorTableParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glColorTableParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glColorTableParameteriv.__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__] |
glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None |
glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None [extrait de glConvolutionFilter1D.__doc__] |
glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None |
glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None [extrait de glConvolutionFilter2D.__doc__] |
glConvolutionParameterf(self, target: int, pname: int, params: float) -> None |
glConvolutionParameterf(self, target: int, pname: int, params: float) -> None [extrait de glConvolutionParameterf.__doc__] |
glConvolutionParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glConvolutionParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glConvolutionParameterfv.__doc__] |
glConvolutionParameteri(self, target: int, pname: int, params: int) -> None |
glConvolutionParameteri(self, target: int, pname: int, params: int) -> None [extrait de glConvolutionParameteri.__doc__] |
glConvolutionParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None |
glConvolutionParameteriv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glConvolutionParameteriv.__doc__] |
glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None |
glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None [extrait de glCopyColorSubTable.__doc__] |
glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None |
glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None [extrait de glCopyColorTable.__doc__] |
glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None |
glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None [extrait de glCopyConvolutionFilter1D.__doc__] |
glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None |
glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyConvolutionFilter2D.__doc__] |
glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None |
glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None [extrait de glCopyImageSubData.__doc__] |
glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None |
glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None [extrait de glCopyPixels.__doc__] |
glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None |
glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None [extrait de glCopyTexImage1D.__doc__] |
glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None |
glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None [extrait de glCopyTexImage2D.__doc__] |
glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None |
glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None [extrait de glCopyTexSubImage1D.__doc__] |
glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None |
glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTexSubImage2D.__doc__] |
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__] |
glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: Sequence[int], enabled: int) -> None |
glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: Sequence[int], enabled: int) -> None [extrait de glDebugMessageControl.__doc__] |
glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None |
glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None [extrait de glDebugMessageInsert.__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__] |
glDeleteLists(self, list: int, range: int) -> None |
glDeleteLists(self, list: int, range: int) -> None [extrait de glDeleteLists.__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__] |
glDisableClientState(self, array: int) -> None |
glDisableClientState(self, array: int) -> None [extrait de glDisableClientState.__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__] |
glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None |
glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None [extrait de glDispatchCompute.__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, buf: int) -> None |
glDrawBuffer(self, buf: 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__] |
glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None |
glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glDrawPixels.__doc__] |
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__] |
glEdgeFlag(self, flag: int) -> None |
glEdgeFlag(self, flag: int) -> None [extrait de glEdgeFlag.__doc__] |
glEdgeFlagPointer(self, stride: int, pointer: int) -> None |
glEdgeFlagPointer(self, stride: int, pointer: int) -> None [extrait de glEdgeFlagPointer.__doc__] |
glEnable(self, cap: int) -> None |
glEnable(self, cap: int) -> None [extrait de glEnable.__doc__] |
glEnableClientState(self, array: int) -> None |
glEnableClientState(self, array: int) -> None [extrait de glEnableClientState.__doc__] |
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__] |
glEnd(self) -> None |
glEnd(self) -> None [extrait de glEnd.__doc__] |
glEndConditionalRender(self) -> None |
glEndConditionalRender(self) -> None [extrait de glEndConditionalRender.__doc__] |
glEndList(self) -> None |
glEndList(self) -> None [extrait de glEndList.__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__] |
glEvalCoord1d(self, u: float) -> None |
glEvalCoord1d(self, u: float) -> None [extrait de glEvalCoord1d.__doc__] |
glEvalCoord1dv(self, u: Sequence[float]) -> None |
glEvalCoord1dv(self, u: Sequence[float]) -> None [extrait de glEvalCoord1dv.__doc__] |
glEvalCoord1f(self, u: float) -> None |
glEvalCoord1f(self, u: float) -> None [extrait de glEvalCoord1f.__doc__] |
glEvalCoord1fv(self, u: Sequence[float]) -> None |
glEvalCoord1fv(self, u: Sequence[float]) -> None [extrait de glEvalCoord1fv.__doc__] |
glEvalCoord2d(self, u: float, v: float) -> None |
glEvalCoord2d(self, u: float, v: float) -> None [extrait de glEvalCoord2d.__doc__] |
glEvalCoord2dv(self, u: Sequence[float]) -> None |
glEvalCoord2dv(self, u: Sequence[float]) -> None [extrait de glEvalCoord2dv.__doc__] |
glEvalCoord2f(self, u: float, v: float) -> None |
glEvalCoord2f(self, u: float, v: float) -> None [extrait de glEvalCoord2f.__doc__] |
glEvalCoord2fv(self, u: Sequence[float]) -> None |
glEvalCoord2fv(self, u: Sequence[float]) -> None [extrait de glEvalCoord2fv.__doc__] |
glEvalMesh1(self, mode: int, i1: int, i2: int) -> None |
glEvalMesh1(self, mode: int, i1: int, i2: int) -> None [extrait de glEvalMesh1.__doc__] |
glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None |
glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None [extrait de glEvalMesh2.__doc__] |
glEvalPoint1(self, i: int) -> None |
glEvalPoint1(self, i: int) -> None [extrait de glEvalPoint1.__doc__] |
glEvalPoint2(self, i: int, j: int) -> None |
glEvalPoint2(self, i: int, j: int) -> None [extrait de glEvalPoint2.__doc__] |
glFinish(self) -> None |
glFinish(self) -> None [extrait de glFinish.__doc__] |
glFlush(self) -> None |
glFlush(self) -> None [extrait de glFlush.__doc__] |
glFogCoordd(self, coord: float) -> None |
glFogCoordd(self, coord: float) -> None [extrait de glFogCoordd.__doc__] |
glFogCoorddv(self, coord: Sequence[float]) -> None |
glFogCoorddv(self, coord: Sequence[float]) -> None [extrait de glFogCoorddv.__doc__] |
glFogCoordf(self, coord: float) -> None |
glFogCoordf(self, coord: float) -> None [extrait de glFogCoordf.__doc__] |
glFogCoordfv(self, coord: Sequence[float]) -> None |
glFogCoordfv(self, coord: Sequence[float]) -> None [extrait de glFogCoordfv.__doc__] |
glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None |
glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None [extrait de glFogCoordPointer.__doc__] |
glFogf(self, pname: int, param: float) -> None |
glFogf(self, pname: int, param: float) -> None [extrait de glFogf.__doc__] |
glFogfv(self, pname: int, params: Sequence[float]) -> None |
glFogfv(self, pname: int, params: Sequence[float]) -> None [extrait de glFogfv.__doc__] |
glFogi(self, pname: int, param: int) -> None |
glFogi(self, pname: int, param: int) -> None [extrait de glFogi.__doc__] |
glFogiv(self, pname: int, params: Sequence[int]) -> None |
glFogiv(self, pname: int, params: Sequence[int]) -> None [extrait de glFogiv.__doc__] |
glFramebufferParameteri(self, target: int, pname: int, param: int) -> None |
glFramebufferParameteri(self, target: int, pname: int, param: int) -> None [extrait de glFramebufferParameteri.__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__] |
glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None |
glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None [extrait de glFrustum.__doc__] |
glGenerateMipmap(self, target: int) -> None |
glGenerateMipmap(self, target: int) -> None [extrait de glGenerateMipmap.__doc__] |
glGenLists(self, range: int) -> int |
glGenLists(self, range: int) -> int [extrait de glGenLists.__doc__] |
glGetAttribLocation(self, program: int, name: bytes) -> int |
glGetAttribLocation(self, program: int, name: bytes) -> int [extrait de glGetAttribLocation.__doc__] |
glGetColorTable(self, target: int, format: int, type: int, table: int) -> None |
glGetColorTable(self, target: int, format: int, type: int, table: int) -> None [extrait de glGetColorTable.__doc__] |
glGetCompressedTexImage(self, target: int, level: int, img: int) -> None |
glGetCompressedTexImage(self, target: int, level: int, img: int) -> None [extrait de glGetCompressedTexImage.__doc__] |
glGetConvolutionFilter(self, target: int, format: int, type: int, image: int) -> None |
glGetConvolutionFilter(self, target: int, format: int, type: int, image: int) -> None [extrait de glGetConvolutionFilter.__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__] |
glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None |
glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None [extrait de glGetHistogram.__doc__] |
glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None |
glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None [extrait de glGetMinmax.__doc__] |
glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int |
glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int [extrait de glGetProgramResourceIndex.__doc__] |
glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int |
glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int [extrait de glGetProgramResourceLocation.__doc__] |
glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int |
glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int [extrait de glGetProgramResourceLocationIndex.__doc__] |
glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None |
glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None [extrait de glGetSeparableFilter.__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__] |
glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None |
glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None [extrait de glGetTexImage.__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__] |
glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None |
glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None [extrait de glHistogram.__doc__] |
glIndexd(self, c: float) -> None |
glIndexd(self, c: float) -> None [extrait de glIndexd.__doc__] |
glIndexdv(self, c: Sequence[float]) -> None |
glIndexdv(self, c: Sequence[float]) -> None [extrait de glIndexdv.__doc__] |
glIndexf(self, c: float) -> None |
glIndexf(self, c: float) -> None [extrait de glIndexf.__doc__] |
glIndexfv(self, c: Sequence[float]) -> None |
glIndexfv(self, c: Sequence[float]) -> None [extrait de glIndexfv.__doc__] |
glIndexi(self, c: int) -> None |
glIndexi(self, c: int) -> None [extrait de glIndexi.__doc__] |
glIndexiv(self, c: Sequence[int]) -> None |
glIndexiv(self, c: Sequence[int]) -> None [extrait de glIndexiv.__doc__] |
glIndexMask(self, mask: int) -> None |
glIndexMask(self, mask: int) -> None [extrait de glIndexMask.__doc__] |
glIndexPointer(self, type: int, stride: int, pointer: int) -> None |
glIndexPointer(self, type: int, stride: int, pointer: int) -> None [extrait de glIndexPointer.__doc__] |
glIndexs(self, c: int) -> None |
glIndexs(self, c: int) -> None [extrait de glIndexs.__doc__] |
glIndexsv(self, c: Sequence[int]) -> None |
glIndexsv(self, c: Sequence[int]) -> None [extrait de glIndexsv.__doc__] |
glIndexub(self, c: int) -> None |
glIndexub(self, c: int) -> None [extrait de glIndexub.__doc__] |
glIndexubv(self, c: bytes) -> None |
glIndexubv(self, c: bytes) -> None [extrait de glIndexubv.__doc__] |
glInitNames(self) -> None |
glInitNames(self) -> None [extrait de glInitNames.__doc__] |
glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None |
glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None [extrait de glInterleavedArrays.__doc__] |
glInvalidateBufferData(self, buffer: int) -> None |
glInvalidateBufferData(self, buffer: int) -> None [extrait de glInvalidateBufferData.__doc__] |
glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None |
glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None [extrait de glInvalidateFramebuffer.__doc__] |
glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None |
glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None [extrait de glInvalidateSubFramebuffer.__doc__] |
glInvalidateTexImage(self, texture: int, level: int) -> None |
glInvalidateTexImage(self, texture: int, level: int) -> None [extrait de glInvalidateTexImage.__doc__] |
glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None |
glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None [extrait de glInvalidateTexSubImage.__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__] |
glIsList(self, list: int) -> int |
glIsList(self, list: int) -> int [extrait de glIsList.__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__] |
glLightf(self, light: int, pname: int, param: float) -> None |
glLightf(self, light: int, pname: int, param: float) -> None [extrait de glLightf.__doc__] |
glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None |
glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None [extrait de glLightfv.__doc__] |
glLighti(self, light: int, pname: int, param: int) -> None |
glLighti(self, light: int, pname: int, param: int) -> None [extrait de glLighti.__doc__] |
glLightiv(self, light: int, pname: int, params: Sequence[int]) -> None |
glLightiv(self, light: int, pname: int, params: Sequence[int]) -> None [extrait de glLightiv.__doc__] |
glLightModelf(self, pname: int, param: float) -> None |
glLightModelf(self, pname: int, param: float) -> None [extrait de glLightModelf.__doc__] |
glLightModelfv(self, pname: int, params: Sequence[float]) -> None |
glLightModelfv(self, pname: int, params: Sequence[float]) -> None [extrait de glLightModelfv.__doc__] |
glLightModeli(self, pname: int, param: int) -> None |
glLightModeli(self, pname: int, param: int) -> None [extrait de glLightModeli.__doc__] |
glLightModeliv(self, pname: int, params: Sequence[int]) -> None |
glLightModeliv(self, pname: int, params: Sequence[int]) -> None [extrait de glLightModeliv.__doc__] |
glLineStipple(self, factor: int, pattern: int) -> None |
glLineStipple(self, factor: int, pattern: int) -> None [extrait de glLineStipple.__doc__] |
glLineWidth(self, width: float) -> None |
glLineWidth(self, width: float) -> None [extrait de glLineWidth.__doc__] |
glLinkProgram(self, program: int) -> None |
glLinkProgram(self, program: int) -> None [extrait de glLinkProgram.__doc__] |
glListBase(self, base: int) -> None |
glListBase(self, base: int) -> None [extrait de glListBase.__doc__] |
glLoadIdentity(self) -> None |
glLoadIdentity(self) -> None [extrait de glLoadIdentity.__doc__] |
glLoadMatrixd(self, m: Sequence[float]) -> None |
glLoadMatrixd(self, m: Sequence[float]) -> None [extrait de glLoadMatrixd.__doc__] |
glLoadMatrixf(self, m: Sequence[float]) -> None |
glLoadMatrixf(self, m: Sequence[float]) -> None [extrait de glLoadMatrixf.__doc__] |
glLoadName(self, name: int) -> None |
glLoadName(self, name: int) -> None [extrait de glLoadName.__doc__] |
glLoadTransposeMatrixd(self, m: Sequence[float]) -> None |
glLoadTransposeMatrixd(self, m: Sequence[float]) -> None [extrait de glLoadTransposeMatrixd.__doc__] |
glLoadTransposeMatrixf(self, m: Sequence[float]) -> None |
glLoadTransposeMatrixf(self, m: Sequence[float]) -> None [extrait de glLoadTransposeMatrixf.__doc__] |
glLogicOp(self, opcode: int) -> None |
glLogicOp(self, opcode: int) -> None [extrait de glLogicOp.__doc__] |
glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None |
glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None [extrait de glMap1d.__doc__] |
glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None |
glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None [extrait de glMap1f.__doc__] |
glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None |
glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None [extrait de glMap2d.__doc__] |
glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None |
glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: Sequence[float]) -> None [extrait de glMap2f.__doc__] |
glMapBuffer(self, target: int, access: int) -> int |
glMapBuffer(self, target: int, access: int) -> int [extrait de glMapBuffer.__doc__] |
glMapGrid1d(self, un: int, u1: float, u2: float) -> None |
glMapGrid1d(self, un: int, u1: float, u2: float) -> None [extrait de glMapGrid1d.__doc__] |
glMapGrid1f(self, un: int, u1: float, u2: float) -> None |
glMapGrid1f(self, un: int, u1: float, u2: float) -> None [extrait de glMapGrid1f.__doc__] |
glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None |
glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None [extrait de glMapGrid2d.__doc__] |
glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None |
glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None [extrait de glMapGrid2f.__doc__] |
glMaterialf(self, face: int, pname: int, param: float) -> None |
glMaterialf(self, face: int, pname: int, param: float) -> None [extrait de glMaterialf.__doc__] |
glMaterialfv(self, face: int, pname: int, params: Sequence[float]) -> None |
glMaterialfv(self, face: int, pname: int, params: Sequence[float]) -> None [extrait de glMaterialfv.__doc__] |
glMateriali(self, face: int, pname: int, param: int) -> None |
glMateriali(self, face: int, pname: int, param: int) -> None [extrait de glMateriali.__doc__] |
glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None |
glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None [extrait de glMaterialiv.__doc__] |
glMatrixMode(self, mode: int) -> None |
glMatrixMode(self, mode: int) -> None [extrait de glMatrixMode.__doc__] |
glMemoryBarrier(self, barriers: int) -> None |
glMemoryBarrier(self, barriers: int) -> None [extrait de glMemoryBarrier.__doc__] |
glMinmax(self, target: int, internalformat: int, sink: int) -> None |
glMinmax(self, target: int, internalformat: int, sink: int) -> None [extrait de glMinmax.__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__] |
glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None |
glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None [extrait de glMultiDrawArraysIndirect.__doc__] |
glMultiTexCoord1d(self, target: int, s: float) -> None |
glMultiTexCoord1d(self, target: int, s: float) -> None [extrait de glMultiTexCoord1d.__doc__] |
glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord1dv.__doc__] |
glMultiTexCoord1f(self, target: int, s: float) -> None |
glMultiTexCoord1f(self, target: int, s: float) -> None [extrait de glMultiTexCoord1f.__doc__] |
glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord1fv.__doc__] |
glMultiTexCoord1i(self, target: int, s: int) -> None |
glMultiTexCoord1i(self, target: int, s: int) -> None [extrait de glMultiTexCoord1i.__doc__] |
glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord1iv.__doc__] |
glMultiTexCoord1s(self, target: int, s: int) -> None |
glMultiTexCoord1s(self, target: int, s: int) -> None [extrait de glMultiTexCoord1s.__doc__] |
glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord1sv.__doc__] |
glMultiTexCoord2d(self, target: int, s: float, t: float) -> None |
glMultiTexCoord2d(self, target: int, s: float, t: float) -> None [extrait de glMultiTexCoord2d.__doc__] |
glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord2dv.__doc__] |
glMultiTexCoord2f(self, target: int, s: float, t: float) -> None |
glMultiTexCoord2f(self, target: int, s: float, t: float) -> None [extrait de glMultiTexCoord2f.__doc__] |
glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord2fv.__doc__] |
glMultiTexCoord2i(self, target: int, s: int, t: int) -> None |
glMultiTexCoord2i(self, target: int, s: int, t: int) -> None [extrait de glMultiTexCoord2i.__doc__] |
glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord2iv.__doc__] |
glMultiTexCoord2s(self, target: int, s: int, t: int) -> None |
glMultiTexCoord2s(self, target: int, s: int, t: int) -> None [extrait de glMultiTexCoord2s.__doc__] |
glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord2sv.__doc__] |
glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None |
glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None [extrait de glMultiTexCoord3d.__doc__] |
glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord3dv.__doc__] |
glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None |
glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None [extrait de glMultiTexCoord3f.__doc__] |
glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord3fv.__doc__] |
glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None |
glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None [extrait de glMultiTexCoord3i.__doc__] |
glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord3iv.__doc__] |
glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None |
glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None [extrait de glMultiTexCoord3s.__doc__] |
glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord3sv.__doc__] |
glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None |
glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None [extrait de glMultiTexCoord4d.__doc__] |
glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord4dv.__doc__] |
glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None |
glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None [extrait de glMultiTexCoord4f.__doc__] |
glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None |
glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None [extrait de glMultiTexCoord4fv.__doc__] |
glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None |
glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None [extrait de glMultiTexCoord4i.__doc__] |
glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord4iv.__doc__] |
glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None |
glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None [extrait de glMultiTexCoord4s.__doc__] |
glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None |
glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None [extrait de glMultiTexCoord4sv.__doc__] |
glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None |
glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None [extrait de glMultiTexCoordP1ui.__doc__] |
glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None |
glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None [extrait de glMultiTexCoordP1uiv.__doc__] |
glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None |
glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None [extrait de glMultiTexCoordP2ui.__doc__] |
glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None |
glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None [extrait de glMultiTexCoordP2uiv.__doc__] |
glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None |
glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None [extrait de glMultiTexCoordP3ui.__doc__] |
glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None |
glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None [extrait de glMultiTexCoordP3uiv.__doc__] |
glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None |
glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None [extrait de glMultiTexCoordP4ui.__doc__] |
glMultiTexCoordP4uiv(self, texture: int, type: int, coords: Sequence[int]) -> None |
glMultiTexCoordP4uiv(self, texture: int, type: int, coords: Sequence[int]) -> None [extrait de glMultiTexCoordP4uiv.__doc__] |
glMultMatrixd(self, m: Sequence[float]) -> None |
glMultMatrixd(self, m: Sequence[float]) -> None [extrait de glMultMatrixd.__doc__] |
glMultMatrixf(self, m: Sequence[float]) -> None |
glMultMatrixf(self, m: Sequence[float]) -> None [extrait de glMultMatrixf.__doc__] |
glMultTransposeMatrixd(self, m: Sequence[float]) -> None |
glMultTransposeMatrixd(self, m: Sequence[float]) -> None [extrait de glMultTransposeMatrixd.__doc__] |
glMultTransposeMatrixf(self, m: Sequence[float]) -> None |
glMultTransposeMatrixf(self, m: Sequence[float]) -> None [extrait de glMultTransposeMatrixf.__doc__] |
glNewList(self, list: int, mode: int) -> None |
glNewList(self, list: int, mode: int) -> None [extrait de glNewList.__doc__] |
glNormal3b(self, nx: int, ny: int, nz: int) -> None |
glNormal3b(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3b.__doc__] |
glNormal3bv(self, v: bytes) -> None |
glNormal3bv(self, v: bytes) -> None [extrait de glNormal3bv.__doc__] |
glNormal3d(self, nx: float, ny: float, nz: float) -> None |
glNormal3d(self, nx: float, ny: float, nz: float) -> None [extrait de glNormal3d.__doc__] |
glNormal3dv(self, v: Sequence[float]) -> None |
glNormal3dv(self, v: Sequence[float]) -> None [extrait de glNormal3dv.__doc__] |
glNormal3f(self, nx: float, ny: float, nz: float) -> None |
glNormal3f(self, nx: float, ny: float, nz: float) -> None [extrait de glNormal3f.__doc__] |
glNormal3fv(self, v: Sequence[float]) -> None |
glNormal3fv(self, v: Sequence[float]) -> None [extrait de glNormal3fv.__doc__] |
glNormal3i(self, nx: int, ny: int, nz: int) -> None |
glNormal3i(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3i.__doc__] |
glNormal3iv(self, v: Sequence[int]) -> None |
glNormal3iv(self, v: Sequence[int]) -> None [extrait de glNormal3iv.__doc__] |
glNormal3s(self, nx: int, ny: int, nz: int) -> None |
glNormal3s(self, nx: int, ny: int, nz: int) -> None [extrait de glNormal3s.__doc__] |
glNormal3sv(self, v: Sequence[int]) -> None |
glNormal3sv(self, v: Sequence[int]) -> None [extrait de glNormal3sv.__doc__] |
glNormalP3ui(self, type: int, coords: int) -> None |
glNormalP3ui(self, type: int, coords: int) -> None [extrait de glNormalP3ui.__doc__] |
glNormalP3uiv(self, type: int, coords: Sequence[int]) -> None |
glNormalP3uiv(self, type: int, coords: Sequence[int]) -> None [extrait de glNormalP3uiv.__doc__] |
glNormalPointer(self, type: int, stride: int, pointer: int) -> None |
glNormalPointer(self, type: int, stride: int, pointer: int) -> None [extrait de glNormalPointer.__doc__] |
glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None |
glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None [extrait de glObjectLabel.__doc__] |
glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None |
glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None [extrait de glObjectPtrLabel.__doc__] |
glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None |
glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None [extrait de glOrtho.__doc__] |
glPassThrough(self, token: float) -> None |
glPassThrough(self, token: float) -> None [extrait de glPassThrough.__doc__] |
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__] |
glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None |
glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None [extrait de glPixelMapfv.__doc__] |
glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None |
glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None [extrait de glPixelMapuiv.__doc__] |
glPixelMapusv(self, map: int, mapsize: int, values: Sequence[int]) -> None |
glPixelMapusv(self, map: int, mapsize: int, values: Sequence[int]) -> None [extrait de glPixelMapusv.__doc__] |
glPixelStoref(self, pname: int, param: float) -> None |
glPixelStoref(self, pname: int, param: float) -> None [extrait de glPixelStoref.__doc__] |
glPixelStorei(self, pname: int, param: int) -> None |
glPixelStorei(self, pname: int, param: int) -> None [extrait de glPixelStorei.__doc__] |
glPixelTransferf(self, pname: int, param: float) -> None |
glPixelTransferf(self, pname: int, param: float) -> None [extrait de glPixelTransferf.__doc__] |
glPixelTransferi(self, pname: int, param: int) -> None |
glPixelTransferi(self, pname: int, param: int) -> None [extrait de glPixelTransferi.__doc__] |
glPixelZoom(self, xfactor: float, yfactor: float) -> None |
glPixelZoom(self, xfactor: float, yfactor: float) -> None [extrait de glPixelZoom.__doc__] |
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__] |
glPopAttrib(self) -> None |
glPopAttrib(self) -> None [extrait de glPopAttrib.__doc__] |
glPopClientAttrib(self) -> None |
glPopClientAttrib(self) -> None [extrait de glPopClientAttrib.__doc__] |
glPopDebugGroup(self) -> None |
glPopDebugGroup(self) -> None [extrait de glPopDebugGroup.__doc__] |
glPopMatrix(self) -> None |
glPopMatrix(self) -> None [extrait de glPopMatrix.__doc__] |
glPopName(self) -> None |
glPopName(self) -> None [extrait de glPopName.__doc__] |
glPrimitiveRestartIndex(self, index: int) -> None |
glPrimitiveRestartIndex(self, index: int) -> None [extrait de glPrimitiveRestartIndex.__doc__] |
glPrioritizeTextures(self, n: int, textures: Sequence[int], priorities: Sequence[float]) -> None |
glPrioritizeTextures(self, n: int, textures: Sequence[int], priorities: Sequence[float]) -> None [extrait de glPrioritizeTextures.__doc__] |
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__] |
glPushAttrib(self, mask: int) -> None |
glPushAttrib(self, mask: int) -> None [extrait de glPushAttrib.__doc__] |
glPushClientAttrib(self, mask: int) -> None |
glPushClientAttrib(self, mask: int) -> None [extrait de glPushClientAttrib.__doc__] |
glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None |
glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None [extrait de glPushDebugGroup.__doc__] |
glPushMatrix(self) -> None |
glPushMatrix(self) -> None [extrait de glPushMatrix.__doc__] |
glPushName(self, name: int) -> None |
glPushName(self, name: int) -> None [extrait de glPushName.__doc__] |
glQueryCounter(self, id: int, target: int) -> None |
glQueryCounter(self, id: int, target: int) -> None [extrait de glQueryCounter.__doc__] |
glRasterPos2d(self, x: float, y: float) -> None |
glRasterPos2d(self, x: float, y: float) -> None [extrait de glRasterPos2d.__doc__] |
glRasterPos2dv(self, v: Sequence[float]) -> None |
glRasterPos2dv(self, v: Sequence[float]) -> None [extrait de glRasterPos2dv.__doc__] |
glRasterPos2f(self, x: float, y: float) -> None |
glRasterPos2f(self, x: float, y: float) -> None [extrait de glRasterPos2f.__doc__] |
glRasterPos2fv(self, v: Sequence[float]) -> None |
glRasterPos2fv(self, v: Sequence[float]) -> None [extrait de glRasterPos2fv.__doc__] |
glRasterPos2i(self, x: int, y: int) -> None |
glRasterPos2i(self, x: int, y: int) -> None [extrait de glRasterPos2i.__doc__] |
glRasterPos2iv(self, v: Sequence[int]) -> None |
glRasterPos2iv(self, v: Sequence[int]) -> None [extrait de glRasterPos2iv.__doc__] |
glRasterPos2s(self, x: int, y: int) -> None |
glRasterPos2s(self, x: int, y: int) -> None [extrait de glRasterPos2s.__doc__] |
glRasterPos2sv(self, v: Sequence[int]) -> None |
glRasterPos2sv(self, v: Sequence[int]) -> None [extrait de glRasterPos2sv.__doc__] |
glRasterPos3d(self, x: float, y: float, z: float) -> None |
glRasterPos3d(self, x: float, y: float, z: float) -> None [extrait de glRasterPos3d.__doc__] |
glRasterPos3dv(self, v: Sequence[float]) -> None |
glRasterPos3dv(self, v: Sequence[float]) -> None [extrait de glRasterPos3dv.__doc__] |
glRasterPos3f(self, x: float, y: float, z: float) -> None |
glRasterPos3f(self, x: float, y: float, z: float) -> None [extrait de glRasterPos3f.__doc__] |
glRasterPos3fv(self, v: Sequence[float]) -> None |
glRasterPos3fv(self, v: Sequence[float]) -> None [extrait de glRasterPos3fv.__doc__] |
glRasterPos3i(self, x: int, y: int, z: int) -> None |
glRasterPos3i(self, x: int, y: int, z: int) -> None [extrait de glRasterPos3i.__doc__] |
glRasterPos3iv(self, v: Sequence[int]) -> None |
glRasterPos3iv(self, v: Sequence[int]) -> None [extrait de glRasterPos3iv.__doc__] |
glRasterPos3s(self, x: int, y: int, z: int) -> None |
glRasterPos3s(self, x: int, y: int, z: int) -> None [extrait de glRasterPos3s.__doc__] |
glRasterPos3sv(self, v: Sequence[int]) -> None |
glRasterPos3sv(self, v: Sequence[int]) -> None [extrait de glRasterPos3sv.__doc__] |
glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None |
glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None [extrait de glRasterPos4d.__doc__] |
glRasterPos4dv(self, v: Sequence[float]) -> None |
glRasterPos4dv(self, v: Sequence[float]) -> None [extrait de glRasterPos4dv.__doc__] |
glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None |
glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None [extrait de glRasterPos4f.__doc__] |
glRasterPos4fv(self, v: Sequence[float]) -> None |
glRasterPos4fv(self, v: Sequence[float]) -> None [extrait de glRasterPos4fv.__doc__] |
glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None |
glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None [extrait de glRasterPos4i.__doc__] |
glRasterPos4iv(self, v: Sequence[int]) -> None |
glRasterPos4iv(self, v: Sequence[int]) -> None [extrait de glRasterPos4iv.__doc__] |
glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None |
glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None [extrait de glRasterPos4s.__doc__] |
glRasterPos4sv(self, v: Sequence[int]) -> None |
glRasterPos4sv(self, v: Sequence[int]) -> None [extrait de glRasterPos4sv.__doc__] |
glReadBuffer(self, src: int) -> None |
glReadBuffer(self, src: int) -> None [extrait de glReadBuffer.__doc__] |
glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None |
glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glReadPixels.__doc__] |
glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None |
glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None [extrait de glRectd.__doc__] |
glRectdv(self, v1: Sequence[float], v2: Sequence[float]) -> None |
glRectdv(self, v1: Sequence[float], v2: Sequence[float]) -> None [extrait de glRectdv.__doc__] |
glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None |
glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None [extrait de glRectf.__doc__] |
glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None |
glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None [extrait de glRectfv.__doc__] |
glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None |
glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None [extrait de glRecti.__doc__] |
glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None |
glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None [extrait de glRectiv.__doc__] |
glRects(self, x1: int, y1: int, x2: int, y2: int) -> None |
glRects(self, x1: int, y1: int, x2: int, y2: int) -> None [extrait de glRects.__doc__] |
glRectsv(self, v1: Sequence[int], v2: Sequence[int]) -> None |
glRectsv(self, v1: Sequence[int], v2: Sequence[int]) -> None [extrait de glRectsv.__doc__] |
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__] |
glRenderMode(self, mode: int) -> int |
glRenderMode(self, mode: int) -> int [extrait de glRenderMode.__doc__] |
glResetHistogram(self, target: int) -> None |
glResetHistogram(self, target: int) -> None [extrait de glResetHistogram.__doc__] |
glResetMinmax(self, target: int) -> None |
glResetMinmax(self, target: int) -> None [extrait de glResetMinmax.__doc__] |
glResumeTransformFeedback(self) -> None |
glResumeTransformFeedback(self) -> None [extrait de glResumeTransformFeedback.__doc__] |
glRotated(self, angle: float, x: float, y: float, z: float) -> None |
glRotated(self, angle: float, x: float, y: float, z: float) -> None [extrait de glRotated.__doc__] |
glRotatef(self, angle: float, x: float, y: float, z: float) -> None |
glRotatef(self, angle: float, x: float, y: float, z: float) -> None [extrait de glRotatef.__doc__] |
glSampleCoverage(self, value: float, invert: int) -> None |
glSampleCoverage(self, value: float, invert: int) -> None [extrait de glSampleCoverage.__doc__] |
glSampleMaski(self, maskNumber: int, mask: int) -> None |
glSampleMaski(self, maskNumber: 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__] |
glScaled(self, x: float, y: float, z: float) -> None |
glScaled(self, x: float, y: float, z: float) -> None [extrait de glScaled.__doc__] |
glScalef(self, x: float, y: float, z: float) -> None |
glScalef(self, x: float, y: float, z: float) -> None [extrait de glScalef.__doc__] |
glScissor(self, x: int, y: int, width: int, height: int) -> None |
glScissor(self, x: int, y: int, width: int, height: int) -> None [extrait de glScissor.__doc__] |
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__] |
glSecondaryColor3b(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3b(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3b.__doc__] |
glSecondaryColor3bv(self, v: bytes) -> None |
glSecondaryColor3bv(self, v: bytes) -> None [extrait de glSecondaryColor3bv.__doc__] |
glSecondaryColor3d(self, red: float, green: float, blue: float) -> None |
glSecondaryColor3d(self, red: float, green: float, blue: float) -> None [extrait de glSecondaryColor3d.__doc__] |
glSecondaryColor3dv(self, v: Sequence[float]) -> None |
glSecondaryColor3dv(self, v: Sequence[float]) -> None [extrait de glSecondaryColor3dv.__doc__] |
glSecondaryColor3f(self, red: float, green: float, blue: float) -> None |
glSecondaryColor3f(self, red: float, green: float, blue: float) -> None [extrait de glSecondaryColor3f.__doc__] |
glSecondaryColor3fv(self, v: Sequence[float]) -> None |
glSecondaryColor3fv(self, v: Sequence[float]) -> None [extrait de glSecondaryColor3fv.__doc__] |
glSecondaryColor3i(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3i(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3i.__doc__] |
glSecondaryColor3iv(self, v: Sequence[int]) -> None |
glSecondaryColor3iv(self, v: Sequence[int]) -> None [extrait de glSecondaryColor3iv.__doc__] |
glSecondaryColor3s(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3s(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3s.__doc__] |
glSecondaryColor3sv(self, v: Sequence[int]) -> None |
glSecondaryColor3sv(self, v: Sequence[int]) -> None [extrait de glSecondaryColor3sv.__doc__] |
glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3ub.__doc__] |
glSecondaryColor3ubv(self, v: bytes) -> None |
glSecondaryColor3ubv(self, v: bytes) -> None [extrait de glSecondaryColor3ubv.__doc__] |
glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3ui.__doc__] |
glSecondaryColor3uiv(self, v: Sequence[int]) -> None |
glSecondaryColor3uiv(self, v: Sequence[int]) -> None [extrait de glSecondaryColor3uiv.__doc__] |
glSecondaryColor3us(self, red: int, green: int, blue: int) -> None |
glSecondaryColor3us(self, red: int, green: int, blue: int) -> None [extrait de glSecondaryColor3us.__doc__] |
glSecondaryColor3usv(self, v: Sequence[int]) -> None |
glSecondaryColor3usv(self, v: Sequence[int]) -> None [extrait de glSecondaryColor3usv.__doc__] |
glSecondaryColorP3ui(self, type: int, color: int) -> None |
glSecondaryColorP3ui(self, type: int, color: int) -> None [extrait de glSecondaryColorP3ui.__doc__] |
glSecondaryColorP3uiv(self, type: int, color: Sequence[int]) -> None |
glSecondaryColorP3uiv(self, type: int, color: Sequence[int]) -> None [extrait de glSecondaryColorP3uiv.__doc__] |
glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glSecondaryColorPointer.__doc__] |
glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None |
glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None [extrait de glSeparableFilter2D.__doc__] |
glShadeModel(self, mode: int) -> None |
glShadeModel(self, mode: int) -> None [extrait de glShadeModel.__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__] |
glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None |
glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None [extrait de glShaderStorageBlockBinding.__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__] |
glTexCoord1d(self, s: float) -> None |
glTexCoord1d(self, s: float) -> None [extrait de glTexCoord1d.__doc__] |
glTexCoord1dv(self, v: Sequence[float]) -> None |
glTexCoord1dv(self, v: Sequence[float]) -> None [extrait de glTexCoord1dv.__doc__] |
glTexCoord1f(self, s: float) -> None |
glTexCoord1f(self, s: float) -> None [extrait de glTexCoord1f.__doc__] |
glTexCoord1fv(self, v: Sequence[float]) -> None |
glTexCoord1fv(self, v: Sequence[float]) -> None [extrait de glTexCoord1fv.__doc__] |
glTexCoord1i(self, s: int) -> None |
glTexCoord1i(self, s: int) -> None [extrait de glTexCoord1i.__doc__] |
glTexCoord1iv(self, v: Sequence[int]) -> None |
glTexCoord1iv(self, v: Sequence[int]) -> None [extrait de glTexCoord1iv.__doc__] |
glTexCoord1s(self, s: int) -> None |
glTexCoord1s(self, s: int) -> None [extrait de glTexCoord1s.__doc__] |
glTexCoord1sv(self, v: Sequence[int]) -> None |
glTexCoord1sv(self, v: Sequence[int]) -> None [extrait de glTexCoord1sv.__doc__] |
glTexCoord2d(self, s: float, t: float) -> None |
glTexCoord2d(self, s: float, t: float) -> None [extrait de glTexCoord2d.__doc__] |
glTexCoord2dv(self, v: Sequence[float]) -> None |
glTexCoord2dv(self, v: Sequence[float]) -> None [extrait de glTexCoord2dv.__doc__] |
glTexCoord2f(self, s: float, t: float) -> None |
glTexCoord2f(self, s: float, t: float) -> None [extrait de glTexCoord2f.__doc__] |
glTexCoord2fv(self, v: Sequence[float]) -> None |
glTexCoord2fv(self, v: Sequence[float]) -> None [extrait de glTexCoord2fv.__doc__] |
glTexCoord2i(self, s: int, t: int) -> None |
glTexCoord2i(self, s: int, t: int) -> None [extrait de glTexCoord2i.__doc__] |
glTexCoord2iv(self, v: Sequence[int]) -> None |
glTexCoord2iv(self, v: Sequence[int]) -> None [extrait de glTexCoord2iv.__doc__] |
glTexCoord2s(self, s: int, t: int) -> None |
glTexCoord2s(self, s: int, t: int) -> None [extrait de glTexCoord2s.__doc__] |
glTexCoord2sv(self, v: Sequence[int]) -> None |
glTexCoord2sv(self, v: Sequence[int]) -> None [extrait de glTexCoord2sv.__doc__] |
glTexCoord3d(self, s: float, t: float, r: float) -> None |
glTexCoord3d(self, s: float, t: float, r: float) -> None [extrait de glTexCoord3d.__doc__] |
glTexCoord3dv(self, v: Sequence[float]) -> None |
glTexCoord3dv(self, v: Sequence[float]) -> None [extrait de glTexCoord3dv.__doc__] |
glTexCoord3f(self, s: float, t: float, r: float) -> None |
glTexCoord3f(self, s: float, t: float, r: float) -> None [extrait de glTexCoord3f.__doc__] |
glTexCoord3fv(self, v: Sequence[float]) -> None |
glTexCoord3fv(self, v: Sequence[float]) -> None [extrait de glTexCoord3fv.__doc__] |
glTexCoord3i(self, s: int, t: int, r: int) -> None |
glTexCoord3i(self, s: int, t: int, r: int) -> None [extrait de glTexCoord3i.__doc__] |
glTexCoord3iv(self, v: Sequence[int]) -> None |
glTexCoord3iv(self, v: Sequence[int]) -> None [extrait de glTexCoord3iv.__doc__] |
glTexCoord3s(self, s: int, t: int, r: int) -> None |
glTexCoord3s(self, s: int, t: int, r: int) -> None [extrait de glTexCoord3s.__doc__] |
glTexCoord3sv(self, v: Sequence[int]) -> None |
glTexCoord3sv(self, v: Sequence[int]) -> None [extrait de glTexCoord3sv.__doc__] |
glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None |
glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None [extrait de glTexCoord4d.__doc__] |
glTexCoord4dv(self, v: Sequence[float]) -> None |
glTexCoord4dv(self, v: Sequence[float]) -> None [extrait de glTexCoord4dv.__doc__] |
glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None |
glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None [extrait de glTexCoord4f.__doc__] |
glTexCoord4fv(self, v: Sequence[float]) -> None |
glTexCoord4fv(self, v: Sequence[float]) -> None [extrait de glTexCoord4fv.__doc__] |
glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None |
glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None [extrait de glTexCoord4i.__doc__] |
glTexCoord4iv(self, v: Sequence[int]) -> None |
glTexCoord4iv(self, v: Sequence[int]) -> None [extrait de glTexCoord4iv.__doc__] |
glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None |
glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None [extrait de glTexCoord4s.__doc__] |
glTexCoord4sv(self, v: Sequence[int]) -> None |
glTexCoord4sv(self, v: Sequence[int]) -> None [extrait de glTexCoord4sv.__doc__] |
glTexCoordP1ui(self, type: int, coords: int) -> None |
glTexCoordP1ui(self, type: int, coords: int) -> None [extrait de glTexCoordP1ui.__doc__] |
glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None |
glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None [extrait de glTexCoordP1uiv.__doc__] |
glTexCoordP2ui(self, type: int, coords: int) -> None |
glTexCoordP2ui(self, type: int, coords: int) -> None [extrait de glTexCoordP2ui.__doc__] |
glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None |
glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None [extrait de glTexCoordP2uiv.__doc__] |
glTexCoordP3ui(self, type: int, coords: int) -> None |
glTexCoordP3ui(self, type: int, coords: int) -> None [extrait de glTexCoordP3ui.__doc__] |
glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None |
glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None [extrait de glTexCoordP3uiv.__doc__] |
glTexCoordP4ui(self, type: int, coords: int) -> None |
glTexCoordP4ui(self, type: int, coords: int) -> None [extrait de glTexCoordP4ui.__doc__] |
glTexCoordP4uiv(self, type: int, coords: Sequence[int]) -> None |
glTexCoordP4uiv(self, type: int, coords: Sequence[int]) -> None [extrait de glTexCoordP4uiv.__doc__] |
glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glTexCoordPointer.__doc__] |
glTexEnvf(self, target: int, pname: int, param: float) -> None |
glTexEnvf(self, target: int, pname: int, param: float) -> None [extrait de glTexEnvf.__doc__] |
glTexEnvfv(self, target: int, pname: int, params: Sequence[float]) -> None |
glTexEnvfv(self, target: int, pname: int, params: Sequence[float]) -> None [extrait de glTexEnvfv.__doc__] |
glTexEnvi(self, target: int, pname: int, param: int) -> None |
glTexEnvi(self, target: int, pname: int, param: int) -> None [extrait de glTexEnvi.__doc__] |
glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None |
glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None [extrait de glTexEnviv.__doc__] |
glTexGend(self, coord: int, pname: int, param: float) -> None |
glTexGend(self, coord: int, pname: int, param: float) -> None [extrait de glTexGend.__doc__] |
glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None |
glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None [extrait de glTexGendv.__doc__] |
glTexGenf(self, coord: int, pname: int, param: float) -> None |
glTexGenf(self, coord: int, pname: int, param: float) -> None [extrait de glTexGenf.__doc__] |
glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None |
glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None [extrait de glTexGenfv.__doc__] |
glTexGeni(self, coord: int, pname: int, param: int) -> None |
glTexGeni(self, coord: int, pname: int, param: int) -> None [extrait de glTexGeni.__doc__] |
glTexGeniv(self, coord: int, pname: int, params: Sequence[int]) -> None |
glTexGeniv(self, coord: int, pname: int, params: Sequence[int]) -> None [extrait de glTexGeniv.__doc__] |
glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None |
glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage1D.__doc__] |
glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None |
glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None [extrait de glTexImage2D.__doc__] |
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__] |
glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None |
glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None [extrait de glTexStorage2DMultisample.__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__] |
glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None |
glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None [extrait de glTexStorage3DMultisample.__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__] |
glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None |
glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None [extrait de glTextureView.__doc__] |
glTranslated(self, x: float, y: float, z: float) -> None |
glTranslated(self, x: float, y: float, z: float) -> None [extrait de glTranslated.__doc__] |
glTranslatef(self, x: float, y: float, z: float) -> None |
glTranslatef(self, x: float, y: float, z: float) -> None [extrait de glTranslatef.__doc__] |
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__] |
glVertex2d(self, x: float, y: float) -> None |
glVertex2d(self, x: float, y: float) -> None [extrait de glVertex2d.__doc__] |
glVertex2dv(self, v: Sequence[float]) -> None |
glVertex2dv(self, v: Sequence[float]) -> None [extrait de glVertex2dv.__doc__] |
glVertex2f(self, x: float, y: float) -> None |
glVertex2f(self, x: float, y: float) -> None [extrait de glVertex2f.__doc__] |
glVertex2fv(self, v: Sequence[float]) -> None |
glVertex2fv(self, v: Sequence[float]) -> None [extrait de glVertex2fv.__doc__] |
glVertex2i(self, x: int, y: int) -> None |
glVertex2i(self, x: int, y: int) -> None [extrait de glVertex2i.__doc__] |
glVertex2iv(self, v: Sequence[int]) -> None |
glVertex2iv(self, v: Sequence[int]) -> None [extrait de glVertex2iv.__doc__] |
glVertex2s(self, x: int, y: int) -> None |
glVertex2s(self, x: int, y: int) -> None [extrait de glVertex2s.__doc__] |
glVertex2sv(self, v: Sequence[int]) -> None |
glVertex2sv(self, v: Sequence[int]) -> None [extrait de glVertex2sv.__doc__] |
glVertex3d(self, x: float, y: float, z: float) -> None |
glVertex3d(self, x: float, y: float, z: float) -> None [extrait de glVertex3d.__doc__] |
glVertex3dv(self, v: Sequence[float]) -> None |
glVertex3dv(self, v: Sequence[float]) -> None [extrait de glVertex3dv.__doc__] |
glVertex3f(self, x: float, y: float, z: float) -> None |
glVertex3f(self, x: float, y: float, z: float) -> None [extrait de glVertex3f.__doc__] |
glVertex3fv(self, v: Sequence[float]) -> None |
glVertex3fv(self, v: Sequence[float]) -> None [extrait de glVertex3fv.__doc__] |
glVertex3i(self, x: int, y: int, z: int) -> None |
glVertex3i(self, x: int, y: int, z: int) -> None [extrait de glVertex3i.__doc__] |
glVertex3iv(self, v: Sequence[int]) -> None |
glVertex3iv(self, v: Sequence[int]) -> None [extrait de glVertex3iv.__doc__] |
glVertex3s(self, x: int, y: int, z: int) -> None |
glVertex3s(self, x: int, y: int, z: int) -> None [extrait de glVertex3s.__doc__] |
glVertex3sv(self, v: Sequence[int]) -> None |
glVertex3sv(self, v: Sequence[int]) -> None [extrait de glVertex3sv.__doc__] |
glVertex4d(self, x: float, y: float, z: float, w: float) -> None |
glVertex4d(self, x: float, y: float, z: float, w: float) -> None [extrait de glVertex4d.__doc__] |
glVertex4dv(self, v: Sequence[float]) -> None |
glVertex4dv(self, v: Sequence[float]) -> None [extrait de glVertex4dv.__doc__] |
glVertex4f(self, x: float, y: float, z: float, w: float) -> None |
glVertex4f(self, x: float, y: float, z: float, w: float) -> None [extrait de glVertex4f.__doc__] |
glVertex4fv(self, v: Sequence[float]) -> None |
glVertex4fv(self, v: Sequence[float]) -> None [extrait de glVertex4fv.__doc__] |
glVertex4i(self, x: int, y: int, z: int, w: int) -> None |
glVertex4i(self, x: int, y: int, z: int, w: int) -> None [extrait de glVertex4i.__doc__] |
glVertex4iv(self, v: Sequence[int]) -> None |
glVertex4iv(self, v: Sequence[int]) -> None [extrait de glVertex4iv.__doc__] |
glVertex4s(self, x: int, y: int, z: int, w: int) -> None |
glVertex4s(self, x: int, y: int, z: int, w: int) -> None [extrait de glVertex4s.__doc__] |
glVertex4sv(self, v: Sequence[int]) -> None |
glVertex4sv(self, v: Sequence[int]) -> None [extrait de glVertex4sv.__doc__] |
glVertexAttrib1d(self, index: int, x: float) -> None |
glVertexAttrib1d(self, index: int, x: float) -> None [extrait de glVertexAttrib1d.__doc__] |
glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib1dv.__doc__] |
glVertexAttrib1f(self, index: int, x: float) -> None |
glVertexAttrib1f(self, index: int, x: float) -> None [extrait de glVertexAttrib1f.__doc__] |
glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib1fv.__doc__] |
glVertexAttrib1s(self, index: int, x: int) -> None |
glVertexAttrib1s(self, index: int, x: int) -> None [extrait de glVertexAttrib1s.__doc__] |
glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib1sv.__doc__] |
glVertexAttrib2d(self, index: int, x: float, y: float) -> None |
glVertexAttrib2d(self, index: int, x: float, y: float) -> None [extrait de glVertexAttrib2d.__doc__] |
glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib2dv.__doc__] |
glVertexAttrib2f(self, index: int, x: float, y: float) -> None |
glVertexAttrib2f(self, index: int, x: float, y: float) -> None [extrait de glVertexAttrib2f.__doc__] |
glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib2fv.__doc__] |
glVertexAttrib2s(self, index: int, x: int, y: int) -> None |
glVertexAttrib2s(self, index: int, x: int, y: int) -> None [extrait de glVertexAttrib2s.__doc__] |
glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib2sv.__doc__] |
glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None |
glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None [extrait de glVertexAttrib3d.__doc__] |
glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib3dv.__doc__] |
glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None |
glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None [extrait de glVertexAttrib3f.__doc__] |
glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib3fv.__doc__] |
glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None |
glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None [extrait de glVertexAttrib3s.__doc__] |
glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib3sv.__doc__] |
glVertexAttrib4bv(self, index: int, v: bytes) -> None |
glVertexAttrib4bv(self, index: int, v: bytes) -> None [extrait de glVertexAttrib4bv.__doc__] |
glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None |
glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None [extrait de glVertexAttrib4d.__doc__] |
glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib4dv.__doc__] |
glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None |
glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None [extrait de glVertexAttrib4f.__doc__] |
glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None |
glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None [extrait de glVertexAttrib4fv.__doc__] |
glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4iv.__doc__] |
glVertexAttrib4Nbv(self, index: int, v: bytes) -> None |
glVertexAttrib4Nbv(self, index: int, v: bytes) -> None [extrait de glVertexAttrib4Nbv.__doc__] |
glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4Niv.__doc__] |
glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4Nsv.__doc__] |
glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None |
glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttrib4Nub.__doc__] |
glVertexAttrib4Nubv(self, index: int, v: bytes) -> None |
glVertexAttrib4Nubv(self, index: int, v: bytes) -> None [extrait de glVertexAttrib4Nubv.__doc__] |
glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4Nuiv.__doc__] |
glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4Nusv.__doc__] |
glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None |
glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttrib4s.__doc__] |
glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4sv.__doc__] |
glVertexAttrib4ubv(self, index: int, v: bytes) -> None |
glVertexAttrib4ubv(self, index: int, v: bytes) -> None [extrait de glVertexAttrib4ubv.__doc__] |
glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4uiv.__doc__] |
glVertexAttrib4usv(self, index: int, v: Sequence[int]) -> None |
glVertexAttrib4usv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttrib4usv.__doc__] |
glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None |
glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None [extrait de glVertexAttribBinding.__doc__] |
glVertexAttribDivisor(self, index: int, divisor: int) -> None |
glVertexAttribDivisor(self, index: int, divisor: int) -> None [extrait de glVertexAttribDivisor.__doc__] |
glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None |
glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None [extrait de glVertexAttribFormat.__doc__] |
glVertexAttribI1i(self, index: int, x: int) -> None |
glVertexAttribI1i(self, index: int, x: int) -> None [extrait de glVertexAttribI1i.__doc__] |
glVertexAttribI1iv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI1iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI1iv.__doc__] |
glVertexAttribI1ui(self, index: int, x: int) -> None |
glVertexAttribI1ui(self, index: int, x: int) -> None [extrait de glVertexAttribI1ui.__doc__] |
glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI1uiv.__doc__] |
glVertexAttribI2i(self, index: int, x: int, y: int) -> None |
glVertexAttribI2i(self, index: int, x: int, y: int) -> None [extrait de glVertexAttribI2i.__doc__] |
glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI2iv.__doc__] |
glVertexAttribI2ui(self, index: int, x: int, y: int) -> None |
glVertexAttribI2ui(self, index: int, x: int, y: int) -> None [extrait de glVertexAttribI2ui.__doc__] |
glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI2uiv.__doc__] |
glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None |
glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None [extrait de glVertexAttribI3i.__doc__] |
glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI3iv.__doc__] |
glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None |
glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None [extrait de glVertexAttribI3ui.__doc__] |
glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI3uiv.__doc__] |
glVertexAttribI4bv(self, index: int, v: bytes) -> None |
glVertexAttribI4bv(self, index: int, v: bytes) -> None [extrait de glVertexAttribI4bv.__doc__] |
glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None |
glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttribI4i.__doc__] |
glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4iv.__doc__] |
glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4sv.__doc__] |
glVertexAttribI4ubv(self, index: int, v: bytes) -> None |
glVertexAttribI4ubv(self, index: int, v: bytes) -> None [extrait de glVertexAttribI4ubv.__doc__] |
glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None |
glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None [extrait de glVertexAttribI4ui.__doc__] |
glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4uiv.__doc__] |
glVertexAttribI4usv(self, index: int, v: Sequence[int]) -> None |
glVertexAttribI4usv(self, index: int, v: Sequence[int]) -> None [extrait de glVertexAttribI4usv.__doc__] |
glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None |
glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None [extrait de glVertexAttribIFormat.__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__] |
glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None |
glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None [extrait de glVertexAttribLFormat.__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__] |
glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None |
glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None [extrait de glVertexBindingDivisor.__doc__] |
glVertexP2ui(self, type: int, value: int) -> None |
glVertexP2ui(self, type: int, value: int) -> None [extrait de glVertexP2ui.__doc__] |
glVertexP2uiv(self, type: int, value: Sequence[int]) -> None |
glVertexP2uiv(self, type: int, value: Sequence[int]) -> None [extrait de glVertexP2uiv.__doc__] |
glVertexP3ui(self, type: int, value: int) -> None |
glVertexP3ui(self, type: int, value: int) -> None [extrait de glVertexP3ui.__doc__] |
glVertexP3uiv(self, type: int, value: Sequence[int]) -> None |
glVertexP3uiv(self, type: int, value: Sequence[int]) -> None [extrait de glVertexP3uiv.__doc__] |
glVertexP4ui(self, type: int, value: int) -> None |
glVertexP4ui(self, type: int, value: int) -> None [extrait de glVertexP4ui.__doc__] |
glVertexP4uiv(self, type: int, value: Sequence[int]) -> None |
glVertexP4uiv(self, type: int, value: Sequence[int]) -> None [extrait de glVertexP4uiv.__doc__] |
glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None |
glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None [extrait de glVertexPointer.__doc__] |
glViewport(self, x: int, y: int, width: int, height: int) -> None |
glViewport(self, x: int, y: int, width: int, height: int) -> None [extrait de glViewport.__doc__] |
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__] |
glWindowPos2d(self, x: float, y: float) -> None |
glWindowPos2d(self, x: float, y: float) -> None [extrait de glWindowPos2d.__doc__] |
glWindowPos2dv(self, v: Sequence[float]) -> None |
glWindowPos2dv(self, v: Sequence[float]) -> None [extrait de glWindowPos2dv.__doc__] |
glWindowPos2f(self, x: float, y: float) -> None |
glWindowPos2f(self, x: float, y: float) -> None [extrait de glWindowPos2f.__doc__] |
glWindowPos2fv(self, v: Sequence[float]) -> None |
glWindowPos2fv(self, v: Sequence[float]) -> None [extrait de glWindowPos2fv.__doc__] |
glWindowPos2i(self, x: int, y: int) -> None |
glWindowPos2i(self, x: int, y: int) -> None [extrait de glWindowPos2i.__doc__] |
glWindowPos2iv(self, v: Sequence[int]) -> None |
glWindowPos2iv(self, v: Sequence[int]) -> None [extrait de glWindowPos2iv.__doc__] |
glWindowPos2s(self, x: int, y: int) -> None |
glWindowPos2s(self, x: int, y: int) -> None [extrait de glWindowPos2s.__doc__] |
glWindowPos2sv(self, v: Sequence[int]) -> None |
glWindowPos2sv(self, v: Sequence[int]) -> None [extrait de glWindowPos2sv.__doc__] |
glWindowPos3d(self, x: float, y: float, z: float) -> None |
glWindowPos3d(self, x: float, y: float, z: float) -> None [extrait de glWindowPos3d.__doc__] |
glWindowPos3dv(self, v: Sequence[float]) -> None |
glWindowPos3dv(self, v: Sequence[float]) -> None [extrait de glWindowPos3dv.__doc__] |
glWindowPos3f(self, x: float, y: float, z: float) -> None |
glWindowPos3f(self, x: float, y: float, z: float) -> None [extrait de glWindowPos3f.__doc__] |
glWindowPos3fv(self, v: Sequence[float]) -> None |
glWindowPos3fv(self, v: Sequence[float]) -> None [extrait de glWindowPos3fv.__doc__] |
glWindowPos3i(self, x: int, y: int, z: int) -> None |
glWindowPos3i(self, x: int, y: int, z: int) -> None [extrait de glWindowPos3i.__doc__] |
glWindowPos3iv(self, v: Sequence[int]) -> None |
glWindowPos3iv(self, v: Sequence[int]) -> None [extrait de glWindowPos3iv.__doc__] |
glWindowPos3s(self, x: int, y: int, z: int) -> None |
glWindowPos3s(self, x: int, y: int, z: int) -> None [extrait de glWindowPos3s.__doc__] |
glWindowPos3sv(self, v: Sequence[int]) -> None |
glWindowPos3sv(self, v: Sequence[int]) -> None [extrait de glWindowPos3sv.__doc__] |
initializeOpenGLFunctions(self) -> bool |
initializeOpenGLFunctions(self) -> bool [extrait de initializeOpenGLFunctions.__doc__] |
Améliorations / Corrections
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