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Module « PySide6.QtOpenGL »

Classe « QOpenGLFunctions_4_5_Compatibility »

Informations générales

Héritage

builtins.object
    Object
        QAbstractOpenGLFunctions
            QOpenGLFunctions_4_5_Compatibility

Définition

class QOpenGLFunctions_4_5_Compatibility(QAbstractOpenGLFunctions):

Description [extrait de QOpenGLFunctions_4_5_Compatibility.__doc__]

QOpenGLFunctions_4_5_Compatibility(self) -> None

Constructeur(s)

Signature du constructeur Description
__new__(*args, **kwargs) Create and return a new object. See help(type) for accurate signature. [extrait de __new__.__doc__]
__init__(self) -> None __init__(self) -> None [extrait de __init__.__doc__]

Liste des opérateurs

Opérateurs hérités de la classe object

__eq__, __ge__, __gt__, __le__, __lt__, __ne__

Liste des méthodes

Toutes les méthodes Méthodes d'instance Méthodes statiques Méthodes dépréciées
Signature de la méthodeDescription
__delattr__(self, name) Implement delattr(self, name). [extrait de __delattr__.__doc__]
__setattr__(self, name, value) Implement setattr(self, name, value). [extrait de __setattr__.__doc__]
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__]
glBindTextureUnit(self, unit: int, texture: int) -> None glBindTextureUnit(self, unit: int, texture: int) -> None [extrait de glBindTextureUnit.__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__]
glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None [extrait de glBlitNamedFramebuffer.__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__]
glCheckNamedFramebufferStatus(self, framebuffer: int, target: int) -> int glCheckNamedFramebufferStatus(self, framebuffer: int, target: int) -> int [extrait de glCheckNamedFramebufferStatus.__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__]
glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int) -> None glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int) -> None [extrait de glClearNamedBufferData.__doc__]
glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int) -> None glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int) -> None [extrait de glClearNamedFramebufferfi.__doc__]
glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[float]) -> None glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[float]) -> None [extrait de glClearNamedFramebufferfv.__doc__]
glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearNamedFramebufferiv.__doc__]
glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None [extrait de glClearNamedFramebufferuiv.__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__]
glClipControl(self, origin: int, depth: int) -> None glClipControl(self, origin: int, depth: int) -> None [extrait de glClipControl.__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__]
glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTextureSubImage1D.__doc__]
glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTextureSubImage2D.__doc__]
glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None [extrait de glCompressedTextureSubImage3D.__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__]
glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int) -> None glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int) -> None [extrait de glCopyTextureSubImage1D.__doc__]
glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTextureSubImage2D.__doc__]
glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None [extrait de glCopyTextureSubImage3D.__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__]
glDisableVertexArrayAttrib(self, vaobj: int, index: int) -> None glDisableVertexArrayAttrib(self, vaobj: int, index: int) -> None [extrait de glDisableVertexArrayAttrib.__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__]
glEnableVertexArrayAttrib(self, vaobj: int, index: int) -> None glEnableVertexArrayAttrib(self, vaobj: int, index: int) -> None [extrait de glEnableVertexArrayAttrib.__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__]
glGenerateTextureMipmap(self, texture: int) -> None glGenerateTextureMipmap(self, texture: int) -> None [extrait de glGenerateTextureMipmap.__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__]
glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int) -> None glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int) -> None [extrait de glGetCompressedTextureImage.__doc__]
glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int) -> None glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int) -> None [extrait de glGetCompressedTextureSubImage.__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__]
glGetGraphicsResetStatus(self) -> int glGetGraphicsResetStatus(self) -> int [extrait de glGetGraphicsResetStatus.__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__]
glGetnColorTable(self, target: int, format: int, type: int, bufSize: int, table: int) -> None glGetnColorTable(self, target: int, format: int, type: int, bufSize: int, table: int) -> None [extrait de glGetnColorTable.__doc__]
glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int) -> None glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int) -> None [extrait de glGetnCompressedTexImage.__doc__]
glGetnConvolutionFilter(self, target: int, format: int, type: int, bufSize: int, image: int) -> None glGetnConvolutionFilter(self, target: int, format: int, type: int, bufSize: int, image: int) -> None [extrait de glGetnConvolutionFilter.__doc__]
glGetnHistogram(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None glGetnHistogram(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None [extrait de glGetnHistogram.__doc__]
glGetnMinmax(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None glGetnMinmax(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None [extrait de glGetnMinmax.__doc__]
glGetnSeparableFilter(self, target: int, format: int, type: int, rowBufSize: int, row: int, columnBufSize: int, column: int, span: int) -> None glGetnSeparableFilter(self, target: int, format: int, type: int, rowBufSize: int, row: int, columnBufSize: int, column: int, span: int) -> None [extrait de glGetnSeparableFilter.__doc__]
glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None [extrait de glGetnTexImage.__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__]
glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None [extrait de glGetTextureImage.__doc__]
glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int) -> None glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int) -> None [extrait de glGetTextureSubImage.__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__]
glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int]) -> None glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int]) -> None [extrait de glInvalidateNamedFramebufferData.__doc__]
glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None [extrait de glInvalidateNamedFramebufferSubData.__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__]
glMapNamedBuffer(self, buffer: int, access: int) -> int glMapNamedBuffer(self, buffer: int, access: int) -> int [extrait de glMapNamedBuffer.__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__]
glMemoryBarrierByRegion(self, barriers: int) -> None glMemoryBarrierByRegion(self, barriers: int) -> None [extrait de glMemoryBarrierByRegion.__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__]
glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None [extrait de glNamedBufferData.__doc__]
glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None [extrait de glNamedBufferStorage.__doc__]
glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None [extrait de glNamedFramebufferDrawBuffer.__doc__]
glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: Sequence[int]) -> None glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: Sequence[int]) -> None [extrait de glNamedFramebufferDrawBuffers.__doc__]
glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int) -> None glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int) -> None [extrait de glNamedFramebufferParameteri.__doc__]
glNamedFramebufferReadBuffer(self, framebuffer: int, src: int) -> None glNamedFramebufferReadBuffer(self, framebuffer: int, src: int) -> None [extrait de glNamedFramebufferReadBuffer.__doc__]
glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None [extrait de glNamedFramebufferRenderbuffer.__doc__]
glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int) -> None glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int) -> None [extrait de glNamedFramebufferTexture.__doc__]
glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int) -> None glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int) -> None [extrait de glNamedFramebufferTextureLayer.__doc__]
glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int) -> None glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int) -> None [extrait de glNamedRenderbufferStorage.__doc__]
glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int) -> None glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int) -> None [extrait de glNamedRenderbufferStorageMultisample.__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__]
glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None [extrait de glReadnPixels.__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__]
glTextureBarrier(self) -> None glTextureBarrier(self) -> None [extrait de glTextureBarrier.__doc__]
glTextureBuffer(self, texture: int, internalformat: int, buffer: int) -> None glTextureBuffer(self, texture: int, internalformat: int, buffer: int) -> None [extrait de glTextureBuffer.__doc__]
glTextureParameterf(self, texture: int, pname: int, param: float) -> None glTextureParameterf(self, texture: int, pname: int, param: float) -> None [extrait de glTextureParameterf.__doc__]
glTextureParameterfv(self, texture: int, pname: int, param: Sequence[float]) -> None glTextureParameterfv(self, texture: int, pname: int, param: Sequence[float]) -> None [extrait de glTextureParameterfv.__doc__]
glTextureParameteri(self, texture: int, pname: int, param: int) -> None glTextureParameteri(self, texture: int, pname: int, param: int) -> None [extrait de glTextureParameteri.__doc__]
glTextureParameterIiv(self, texture: int, pname: int, params: Sequence[int]) -> None glTextureParameterIiv(self, texture: int, pname: int, params: Sequence[int]) -> None [extrait de glTextureParameterIiv.__doc__]
glTextureParameterIuiv(self, texture: int, pname: int, params: Sequence[int]) -> None glTextureParameterIuiv(self, texture: int, pname: int, params: Sequence[int]) -> None [extrait de glTextureParameterIuiv.__doc__]
glTextureParameteriv(self, texture: int, pname: int, param: Sequence[int]) -> None glTextureParameteriv(self, texture: int, pname: int, param: Sequence[int]) -> None [extrait de glTextureParameteriv.__doc__]
glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int) -> None glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int) -> None [extrait de glTextureStorage1D.__doc__]
glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int) -> None glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int) -> None [extrait de glTextureStorage2D.__doc__]
glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None [extrait de glTextureStorage2DMultisample.__doc__]
glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None [extrait de glTextureStorage3D.__doc__]
glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None [extrait de glTextureStorage3DMultisample.__doc__]
glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None [extrait de glTextureSubImage1D.__doc__]
glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None [extrait de glTextureSubImage2D.__doc__]
glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None [extrait de glTextureSubImage3D.__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__]
glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int) -> None glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int) -> None [extrait de glTransformFeedbackBufferBase.__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__]
glUnmapNamedBuffer(self, buffer: int) -> int glUnmapNamedBuffer(self, buffer: int) -> int [extrait de glUnmapNamedBuffer.__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__]
glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int) -> None glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int) -> None [extrait de glVertexArrayAttribBinding.__doc__]
glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None [extrait de glVertexArrayAttribFormat.__doc__]
glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None [extrait de glVertexArrayAttribIFormat.__doc__]
glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None [extrait de glVertexArrayAttribLFormat.__doc__]
glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int) -> None glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int) -> None [extrait de glVertexArrayBindingDivisor.__doc__]
glVertexArrayElementBuffer(self, vaobj: int, buffer: int) -> None glVertexArrayElementBuffer(self, vaobj: int, buffer: int) -> None [extrait de glVertexArrayElementBuffer.__doc__]
glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None [extrait de glVertexArrayVertexBuffers.__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__]

Méthodes héritées de la classe QAbstractOpenGLFunctions

__init_subclass__, __subclasshook__, isInitialized, owningContext, setOwningContext

Méthodes héritées de la classe Object

__getattribute__, __init_subclass__, __subclasshook__

Méthodes héritées de la classe object

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