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- # Copyright (C) 2022 The Qt Company Ltd.
- # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
- """
- This file contains the exact signatures for all functions in module
- PySide6.QtOpenGL, except for defaults which are replaced by "...".
- """
- # mypy: disable-error-code="override, overload-overlap"
- # Module `PySide6.QtOpenGL`
- import PySide6.QtOpenGL
- import PySide6.QtCore
- import PySide6.QtGui
- import enum
- import typing
- import collections.abc
- from PySide6.QtCore import Signal
- from shiboken6 import Shiboken
- class QAbstractOpenGLFunctions(Shiboken.Object):
- def __init__(self, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- def isInitialized(self, /) -> bool: ...
- def owningContext(self, /) -> PySide6.QtGui.QOpenGLContext: ...
- def setOwningContext(self, context: PySide6.QtGui.QOpenGLContext, /) -> None: ...
- class QIntList: ...
- class QOpenGLBuffer(Shiboken.Object):
- class Access(enum.Enum):
- ReadOnly = 0x88b8
- WriteOnly = 0x88b9
- ReadWrite = 0x88ba
- class RangeAccessFlag(enum.Flag):
- RangeRead = 0x1
- RangeWrite = 0x2
- RangeInvalidate = 0x4
- RangeInvalidateBuffer = 0x8
- RangeFlushExplicit = 0x10
- RangeUnsynchronized = 0x20
- class Type(enum.Enum):
- VertexBuffer = 0x8892
- IndexBuffer = 0x8893
- PixelPackBuffer = 0x88eb
- PixelUnpackBuffer = 0x88ec
- class UsagePattern(enum.Enum):
- StreamDraw = 0x88e0
- StreamRead = 0x88e1
- StreamCopy = 0x88e2
- StaticDraw = 0x88e4
- StaticRead = 0x88e5
- StaticCopy = 0x88e6
- DynamicDraw = 0x88e8
- DynamicRead = 0x88e9
- DynamicCopy = 0x88ea
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, other: PySide6.QtOpenGL.QOpenGLBuffer, /) -> None: ...
- @typing.overload
- def __init__(self, type: PySide6.QtOpenGL.QOpenGLBuffer.Type, /) -> None: ...
- @typing.overload
- def allocate(self, data: bytes, count: int, /) -> None: ...
- @typing.overload
- def allocate(self, count: int, /) -> None: ...
- def bind(self, /) -> bool: ...
- def bufferId(self, /) -> int: ...
- def create(self, /) -> bool: ...
- def destroy(self, /) -> None: ...
- def isCreated(self, /) -> bool: ...
- def map(self, access: PySide6.QtOpenGL.QOpenGLBuffer.Access, /) -> int: ...
- def mapRange(self, offset: int, count: int, access: PySide6.QtOpenGL.QOpenGLBuffer.RangeAccessFlag, /) -> int: ...
- def read(self, offset: int, data: int, count: int, /) -> bool: ...
- @typing.overload # type: ignore[misc, overload-cannot-match]
- @staticmethod
- def release(type: PySide6.QtOpenGL.QOpenGLBuffer.Type, /) -> None: ... # type: ignore[misc, overload-cannot-match]
- @typing.overload # type: ignore[misc, overload-cannot-match]
- def release(self, /) -> None: ... # type: ignore[misc, overload-cannot-match]
- def setUsagePattern(self, value: PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern, /) -> None: ...
- def size(self, /) -> int: ...
- def swap(self, other: PySide6.QtOpenGL.QOpenGLBuffer, /) -> None: ...
- def type(self, /) -> PySide6.QtOpenGL.QOpenGLBuffer.Type: ...
- def unmap(self, /) -> bool: ...
- def usagePattern(self, /) -> PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern: ...
- def write(self, offset: int, data: int, count: int, /) -> None: ...
- class QOpenGLDebugLogger(PySide6.QtCore.QObject):
- messageLogged : typing.ClassVar[Signal] = ... # messageLogged(QOpenGLDebugMessage)
- class LoggingMode(enum.Enum):
- AsynchronousLogging = 0x0
- SynchronousLogging = 0x1
- def __init__(self, /, parent: PySide6.QtCore.QObject | None = ..., *, loggingMode: PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode | None = ...) -> None: ...
- @typing.overload
- def disableMessages(self, /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ...
- @typing.overload
- def disableMessages(self, ids: collections.abc.Sequence[int], /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ...
- @typing.overload
- def enableMessages(self, /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ...
- @typing.overload
- def enableMessages(self, ids: collections.abc.Sequence[int], /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ...
- def initialize(self, /) -> bool: ...
- def isLogging(self, /) -> bool: ...
- def logMessage(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ...
- def loggedMessages(self, /) -> typing.List[PySide6.QtOpenGL.QOpenGLDebugMessage]: ...
- def loggingMode(self, /) -> PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode: ...
- def maximumMessageLength(self, /) -> int: ...
- def popGroup(self, /) -> None: ...
- def pushGroup(self, name: str, /, id: int | None = ..., source: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ...) -> None: ...
- def startLogging(self, /, loggingMode: PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode = ...) -> None: ...
- def stopLogging(self, /) -> None: ...
- class QOpenGLDebugMessage(Shiboken.Object):
- class Severity(enum.Flag):
- AnySeverity = -1
- InvalidSeverity = 0x0
- HighSeverity = 0x1
- MediumSeverity = 0x2
- LowSeverity = 0x4
- LastSeverity = 0x8
- NotificationSeverity = 0x8
- class Source(enum.Flag):
- AnySource = -1
- InvalidSource = 0x0
- APISource = 0x1
- WindowSystemSource = 0x2
- ShaderCompilerSource = 0x4
- ThirdPartySource = 0x8
- ApplicationSource = 0x10
- LastSource = 0x20
- OtherSource = 0x20
- class Type(enum.Flag):
- AnyType = -1
- InvalidType = 0x0
- ErrorType = 0x1
- DeprecatedBehaviorType = 0x2
- UndefinedBehaviorType = 0x4
- PortabilityType = 0x8
- PerformanceType = 0x10
- OtherType = 0x20
- MarkerType = 0x40
- GroupPushType = 0x80
- GroupPopType = 0x100
- LastType = 0x100
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ...
- def __copy__(self, /) -> typing.Self: ...
- def __eq__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> bool: ...
- def __ne__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> bool: ...
- def __repr__(self, /) -> str: ...
- @staticmethod
- def createApplicationMessage(text: str, /, id: int | None = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ...
- @staticmethod
- def createThirdPartyMessage(text: str, /, id: int | None = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ...
- def id(self, /) -> int: ...
- def message(self, /) -> str: ...
- def severity(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Severity: ...
- def source(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Source: ...
- def swap(self, other: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ...
- def type(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Type: ...
- class QOpenGLFramebufferObject(Shiboken.Object):
- class Attachment(enum.Enum):
- NoAttachment = 0x0
- CombinedDepthStencil = 0x1
- Depth = 0x2
- class FramebufferRestorePolicy(enum.Enum):
- DontRestoreFramebufferBinding = 0x0
- RestoreFramebufferBindingToDefault = 0x1
- RestoreFrameBufferBinding = 0x2
- @typing.overload
- def __init__(self, size: PySide6.QtCore.QSize, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /, target: int = ..., internalFormat: int | None = ...) -> None: ...
- @typing.overload
- def __init__(self, size: PySide6.QtCore.QSize, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ...
- @typing.overload
- def __init__(self, size: PySide6.QtCore.QSize, /, target: int = ...) -> None: ...
- @typing.overload
- def __init__(self, width: int, height: int, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /, target: int = ..., internalFormat: int | None = ...) -> None: ...
- @typing.overload
- def __init__(self, width: int, height: int, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ...
- @typing.overload
- def __init__(self, width: int, height: int, /, target: int = ...) -> None: ...
- @typing.overload
- def addColorAttachment(self, size: PySide6.QtCore.QSize, /, internalFormat: int | None = ...) -> None: ...
- @typing.overload
- def addColorAttachment(self, width: int, height: int, /, internalFormat: int | None = ...) -> None: ...
- def attachment(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ...
- def bind(self, /) -> bool: ...
- @staticmethod
- def bindDefault() -> bool: ...
- @typing.overload
- @staticmethod
- def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, /, buffers: int = ..., filter: int = ...) -> None: ...
- @typing.overload
- @staticmethod
- def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, /, buffers: int = ..., filter: int = ...) -> None: ...
- @typing.overload
- @staticmethod
- def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int, /) -> None: ...
- @typing.overload
- @staticmethod
- def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int, restorePolicy: PySide6.QtOpenGL.QOpenGLFramebufferObject.FramebufferRestorePolicy, /) -> None: ...
- def format(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat: ...
- def handle(self, /) -> int: ...
- @staticmethod
- def hasOpenGLFramebufferBlit() -> bool: ...
- @staticmethod
- def hasOpenGLFramebufferObjects() -> bool: ...
- def height(self, /) -> int: ...
- def isBound(self, /) -> bool: ...
- def isValid(self, /) -> bool: ...
- def release(self, /) -> bool: ...
- def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /) -> None: ...
- def size(self, /) -> PySide6.QtCore.QSize: ...
- def sizes(self, /) -> typing.List[PySide6.QtCore.QSize]: ...
- @typing.overload
- def takeTexture(self, /) -> int: ...
- @typing.overload
- def takeTexture(self, colorAttachmentIndex: int, /) -> int: ...
- def texture(self, /) -> int: ...
- def textures(self, /) -> typing.List[int]: ...
- @typing.overload
- def toImage(self, /, flipped: bool = ...) -> PySide6.QtGui.QImage: ...
- @typing.overload
- def toImage(self, flipped: bool, colorAttachmentIndex: int, /) -> PySide6.QtGui.QImage: ...
- def width(self, /) -> int: ...
- class QOpenGLFramebufferObjectFormat(Shiboken.Object):
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ...
- def __copy__(self, /) -> typing.Self: ...
- def __eq__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> bool: ...
- def __ne__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> bool: ...
- def attachment(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ...
- def internalTextureFormat(self, /) -> int: ...
- def mipmap(self, /) -> bool: ...
- def samples(self, /) -> int: ...
- def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /) -> None: ...
- def setInternalTextureFormat(self, internalTextureFormat: int, /) -> None: ...
- def setMipmap(self, enabled: bool, /) -> None: ...
- def setSamples(self, samples: int, /) -> None: ...
- def setTextureTarget(self, target: int, /) -> None: ...
- def textureTarget(self, /) -> int: ...
- class QOpenGLFunctions_1_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_1_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_1_2(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_1_3(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_1_4(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_1_5(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_2_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_2_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_2_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_2_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_3_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_3_3_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_0_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_0_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_1_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_1_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_2_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_2_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_3_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def 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: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_3_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, mode: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, mode: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, index: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_4_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ...
- def 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: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def 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: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ...
- def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, buf: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopDebugGroup(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, src: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_4_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ...
- def 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: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ...
- def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, buf: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopDebugGroup(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, src: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_5_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glAccum(self, op: int, value: float, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAlphaFunc(self, func: int, ref: float, /) -> None: ...
- def glArrayElement(self, i: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBegin(self, mode: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTextureUnit(self, unit: int, texture: int, /) -> None: ...
- def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def 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: ...
- def glCallList(self, list: int, /) -> None: ...
- def glCallLists(self, n: int, type: int, lists: int, /) -> None: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearIndex(self, c: float, /) -> None: ...
- def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ...
- def 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: ...
- def glClientActiveTexture(self, texture: int, /) -> None: ...
- def glClipControl(self, origin: int, depth: int, /) -> None: ...
- def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ...
- def glColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glColorMaterial(self, face: int, mode: int, /) -> None: ...
- def glColorP3ui(self, type: int, color: int, /) -> None: ...
- def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorP4ui(self, type: int, color: int, /) -> None: ...
- def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ...
- def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ...
- def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ...
- def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ...
- def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ...
- def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def 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: ...
- def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ...
- def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteLists(self, list: int, range: int, /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableClientState(self, array: int, /) -> None: ...
- def glDisableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, buf: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEdgeFlag(self, flag: int, /) -> None: ...
- def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableClientState(self, array: int, /) -> None: ...
- def glEnableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEnd(self, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndList(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glEvalCoord1d(self, u: float, /) -> None: ...
- def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord1f(self, u: float, /) -> None: ...
- def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2d(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalCoord2f(self, u: float, v: float, /) -> None: ...
- def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ...
- def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ...
- def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ...
- def glEvalPoint1(self, i: int, /) -> None: ...
- def glEvalPoint2(self, i: int, j: int, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glFogCoordd(self, coord: float, /) -> None: ...
- def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogCoordf(self, coord: float, /) -> None: ...
- def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ...
- def glFogf(self, pname: int, param: float, /) -> None: ...
- def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glFogi(self, pname: int, param: int, /) -> None: ...
- def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glGenLists(self, range: int, /) -> int: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGenerateTextureMipmap(self, texture: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetGraphicsResetStatus(self, /) -> int: ...
- def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ...
- def 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: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetnColorTable(self, target: int, format: int, type: int, bufSize: int, table: int, /) -> None: ...
- def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetnConvolutionFilter(self, target: int, format: int, type: int, bufSize: int, image: int, /) -> None: ...
- def glGetnHistogram(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int, /) -> None: ...
- def glGetnMinmax(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int, /) -> None: ...
- def glGetnSeparableFilter(self, target: int, format: int, type: int, rowBufSize: int, row: int, columnBufSize: int, column: int, span: int, /) -> None: ...
- def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ...
- def glIndexMask(self, mask: int, /) -> None: ...
- def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glIndexd(self, c: float, /) -> None: ...
- def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexf(self, c: float, /) -> None: ...
- def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ...
- def glIndexi(self, c: int, /) -> None: ...
- def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexs(self, c: int, /) -> None: ...
- def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ...
- def glIndexub(self, c: int, /) -> None: ...
- def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ...
- def glInitNames(self, /) -> None: ...
- def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsList(self, list: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLightModelf(self, pname: int, param: float, /) -> None: ...
- def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLightModeli(self, pname: int, param: int, /) -> None: ...
- def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLightf(self, light: int, pname: int, param: float, /) -> None: ...
- def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glLighti(self, light: int, pname: int, param: int, /) -> None: ...
- def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glLineStipple(self, factor: int, pattern: int, /) -> None: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glListBase(self, base: int, /) -> None: ...
- def glLoadIdentity(self, /) -> None: ...
- def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadName(self, name: int, /) -> None: ...
- def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ...
- def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ...
- def glMapNamedBuffer(self, buffer: int, access: int, /) -> int: ...
- def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ...
- def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glMateriali(self, face: int, pname: int, param: int, /) -> None: ...
- def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glMatrixMode(self, mode: int, /) -> None: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMemoryBarrierByRegion(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ...
- def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ...
- def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ...
- def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ...
- def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ...
- def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ...
- def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ...
- def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ...
- def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ...
- def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ...
- def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int, /) -> None: ...
- def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int, /) -> None: ...
- def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int, /) -> None: ...
- def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glNewList(self, list: int, mode: int, /) -> None: ...
- def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ...
- def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ...
- def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glNormalP3ui(self, type: int, coords: int, /) -> None: ...
- def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ...
- def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ...
- def glPassThrough(self, token: float, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPixelTransferf(self, pname: int, param: float, /) -> None: ...
- def glPixelTransferi(self, pname: int, param: int, /) -> None: ...
- def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopAttrib(self, /) -> None: ...
- def glPopClientAttrib(self, /) -> None: ...
- def glPopDebugGroup(self, /) -> None: ...
- def glPopMatrix(self, /) -> None: ...
- def glPopName(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushAttrib(self, mask: int, /) -> None: ...
- def glPushClientAttrib(self, mask: int, /) -> None: ...
- def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ...
- def glPushMatrix(self, /) -> None: ...
- def glPushName(self, name: int, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glRasterPos2d(self, x: float, y: float, /) -> None: ...
- def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2f(self, x: float, y: float, /) -> None: ...
- def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos2i(self, x: int, y: int, /) -> None: ...
- def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos2s(self, x: int, y: int, /) -> None: ...
- def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glReadBuffer(self, src: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int, /) -> None: ...
- def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ...
- def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ...
- def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ...
- def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderMode(self, mode: int, /) -> int: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResetHistogram(self, target: int, /) -> None: ...
- def glResetMinmax(self, target: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScaled(self, x: float, y: float, z: float, /) -> None: ...
- def glScalef(self, x: float, y: float, z: float, /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ...
- def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ...
- def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ...
- def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ...
- def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ...
- def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ...
- def glShadeModel(self, mode: int, /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexCoord1d(self, s: float, /) -> None: ...
- def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1f(self, s: float, /) -> None: ...
- def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord1i(self, s: int, /) -> None: ...
- def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord1s(self, s: int, /) -> None: ...
- def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2d(self, s: float, t: float, /) -> None: ...
- def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2f(self, s: float, t: float, /) -> None: ...
- def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord2i(self, s: int, t: int, /) -> None: ...
- def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord2s(self, s: int, t: int, /) -> None: ...
- def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ...
- def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ...
- def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ...
- def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ...
- def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ...
- def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ...
- def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ...
- def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ...
- def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureBarrier(self, /) -> None: ...
- def glTextureBuffer(self, texture: int, internalformat: int, buffer: int, /) -> None: ...
- def glTextureParameterIiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTextureParameterIuiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTextureParameterf(self, texture: int, pname: int, param: float, /) -> None: ...
- def glTextureParameterfv(self, texture: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glTextureParameteri(self, texture: int, pname: int, param: int, /) -> None: ...
- def glTextureParameteriv(self, texture: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int, /) -> None: ...
- def glTranslated(self, x: float, y: float, z: float, /) -> None: ...
- def glTranslatef(self, x: float, y: float, z: float, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUnmapNamedBuffer(self, buffer: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertex2d(self, x: float, y: float, /) -> None: ...
- def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2f(self, x: float, y: float, /) -> None: ...
- def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex2i(self, x: int, y: int, /) -> None: ...
- def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex2s(self, x: int, y: int, /) -> None: ...
- def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3d(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3f(self, x: float, y: float, z: float, /) -> None: ...
- def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex3i(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex3s(self, x: int, y: int, z: int, /) -> None: ...
- def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int, /) -> None: ...
- def glVertexArrayElementBuffer(self, vaobj: int, buffer: int, /) -> None: ...
- def glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glVertexP2ui(self, type: int, value: int, /) -> None: ...
- def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP3ui(self, type: int, value: int, /) -> None: ...
- def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexP4ui(self, type: int, value: int, /) -> None: ...
- def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2d(self, x: float, y: float, /) -> None: ...
- def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2f(self, x: float, y: float, /) -> None: ...
- def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos2i(self, x: int, y: int, /) -> None: ...
- def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos2s(self, x: int, y: int, /) -> None: ...
- def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ...
- def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ...
- def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ...
- def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLFunctions_4_5_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
- def __init__(self, /) -> None: ...
- def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ...
- def glActiveTexture(self, texture: int, /) -> None: ...
- def glAttachShader(self, program: int, shader: int, /) -> None: ...
- def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ...
- def glBeginQuery(self, target: int, id: int, /) -> None: ...
- def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ...
- def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ...
- def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindBuffer(self, target: int, buffer: int, /) -> None: ...
- def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ...
- def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ...
- def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ...
- def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ...
- def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ...
- def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindProgramPipeline(self, pipeline: int, /) -> None: ...
- def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ...
- def glBindSampler(self, unit: int, sampler: int, /) -> None: ...
- def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glBindTexture(self, target: int, texture: int, /) -> None: ...
- def glBindTextureUnit(self, unit: int, texture: int, /) -> None: ...
- def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glBindTransformFeedback(self, target: int, id: int, /) -> None: ...
- def glBindVertexArray(self, array: int, /) -> None: ...
- def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glBlendEquation(self, mode: int, /) -> None: ...
- def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ...
- def glBlendEquationi(self, buf: int, mode: int, /) -> None: ...
- def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ...
- def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ...
- def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ...
- def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ...
- def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ...
- def 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: ...
- def glCheckFramebufferStatus(self, target: int, /) -> int: ...
- def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int, /) -> int: ...
- def glClampColor(self, target: int, clamp: int, /) -> None: ...
- def glClear(self, mask: int, /) -> None: ...
- def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ...
- def glClearDepth(self, depth: float, /) -> None: ...
- def glClearDepthf(self, dd: float, /) -> None: ...
- def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int, /) -> None: ...
- def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int, /) -> None: ...
- def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glClearStencil(self, s: int, /) -> None: ...
- def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ...
- def 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: ...
- def glClipControl(self, origin: int, depth: int, /) -> None: ...
- def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ...
- def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ...
- def glCompileShader(self, shader: int, /) -> None: ...
- def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ...
- def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ...
- def 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: ...
- def 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: ...
- def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ...
- def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ...
- def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ...
- def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ...
- def glCreateProgram(self, /) -> int: ...
- def glCreateShader(self, type: int, /) -> int: ...
- def glCullFace(self, mode: int, /) -> None: ...
- def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ...
- def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ...
- def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteProgram(self, program: int, /) -> None: ...
- def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteShader(self, shader: int, /) -> None: ...
- def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ...
- def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ...
- def glDepthFunc(self, func: int, /) -> None: ...
- def glDepthMask(self, flag: int, /) -> None: ...
- def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ...
- def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ...
- def glDepthRangef(self, n: float, f: float, /) -> None: ...
- def glDetachShader(self, program: int, shader: int, /) -> None: ...
- def glDisable(self, cap: int, /) -> None: ...
- def glDisableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ...
- def glDisableVertexAttribArray(self, index: int, /) -> None: ...
- def glDisablei(self, target: int, index: int, /) -> None: ...
- def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ...
- def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ...
- def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ...
- def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ...
- def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawBuffer(self, buf: int, /) -> None: ...
- def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ...
- def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ...
- def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ...
- def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ...
- def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ...
- def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ...
- def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ...
- def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ...
- def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ...
- def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ...
- def glEnable(self, cap: int, /) -> None: ...
- def glEnableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ...
- def glEnableVertexAttribArray(self, index: int, /) -> None: ...
- def glEnablei(self, target: int, index: int, /) -> None: ...
- def glEndConditionalRender(self, /) -> None: ...
- def glEndQuery(self, target: int, /) -> None: ...
- def glEndQueryIndexed(self, target: int, index: int, /) -> None: ...
- def glEndTransformFeedback(self, /) -> None: ...
- def glFinish(self, /) -> None: ...
- def glFlush(self, /) -> None: ...
- def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ...
- def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ...
- def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glFrontFace(self, mode: int, /) -> None: ...
- def glGenerateMipmap(self, target: int, /) -> None: ...
- def glGenerateTextureMipmap(self, texture: int, /) -> None: ...
- def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ...
- def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ...
- def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetError(self, /) -> int: ...
- def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ...
- def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetGraphicsResetStatus(self, /) -> int: ...
- def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ...
- def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetString(self, name: int, /) -> str: ...
- def glGetStringi(self, name: int, index: int, /) -> str: ...
- def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ...
- def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ...
- def 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: ...
- def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ...
- def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ...
- def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int, /) -> None: ...
- def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ...
- def glHint(self, target: int, mode: int, /) -> None: ...
- def glInvalidateBufferData(self, buffer: int, /) -> None: ...
- def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ...
- def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ...
- def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ...
- def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ...
- def glIsBuffer(self, buffer: int, /) -> int: ...
- def glIsEnabled(self, cap: int, /) -> int: ...
- def glIsEnabledi(self, target: int, index: int, /) -> int: ...
- def glIsFramebuffer(self, framebuffer: int, /) -> int: ...
- def glIsProgram(self, program: int, /) -> int: ...
- def glIsProgramPipeline(self, pipeline: int, /) -> int: ...
- def glIsQuery(self, id: int, /) -> int: ...
- def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ...
- def glIsSampler(self, sampler: int, /) -> int: ...
- def glIsShader(self, shader: int, /) -> int: ...
- def glIsTexture(self, texture: int, /) -> int: ...
- def glIsTransformFeedback(self, id: int, /) -> int: ...
- def glIsVertexArray(self, array: int, /) -> int: ...
- def glLineWidth(self, width: float, /) -> None: ...
- def glLinkProgram(self, program: int, /) -> None: ...
- def glLogicOp(self, opcode: int, /) -> None: ...
- def glMapBuffer(self, target: int, access: int, /) -> int: ...
- def glMapNamedBuffer(self, buffer: int, access: int, /) -> int: ...
- def glMemoryBarrier(self, barriers: int, /) -> None: ...
- def glMemoryBarrierByRegion(self, barriers: int, /) -> None: ...
- def glMinSampleShading(self, value: float, /) -> None: ...
- def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ...
- def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ...
- def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int, /) -> None: ...
- def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: collections.abc.Sequence[int], /) -> None: ...
- def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int, /) -> None: ...
- def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int, /) -> None: ...
- def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ...
- def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int, /) -> None: ...
- def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ...
- def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ...
- def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ...
- def glPatchParameteri(self, pname: int, value: int, /) -> None: ...
- def glPauseTransformFeedback(self, /) -> None: ...
- def glPixelStoref(self, pname: int, param: float, /) -> None: ...
- def glPixelStorei(self, pname: int, param: int, /) -> None: ...
- def glPointParameterf(self, pname: int, param: float, /) -> None: ...
- def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glPointParameteri(self, pname: int, param: int, /) -> None: ...
- def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glPointSize(self, size: float, /) -> None: ...
- def glPolygonMode(self, face: int, mode: int, /) -> None: ...
- def glPolygonOffset(self, factor: float, units: float, /) -> None: ...
- def glPopDebugGroup(self, /) -> None: ...
- def glPrimitiveRestartIndex(self, index: int, /) -> None: ...
- def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ...
- def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ...
- def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ...
- def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ...
- def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ...
- def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ...
- def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glProvokingVertex(self, mode: int, /) -> None: ...
- def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ...
- def glQueryCounter(self, id: int, target: int, /) -> None: ...
- def glReadBuffer(self, src: int, /) -> None: ...
- def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int, /) -> None: ...
- def glReleaseShaderCompiler(self, /) -> None: ...
- def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glResumeTransformFeedback(self, /) -> None: ...
- def glSampleCoverage(self, value: float, invert: int, /) -> None: ...
- def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ...
- def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ...
- def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ...
- def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ...
- def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ...
- def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ...
- def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ...
- def glStencilMask(self, mask: int, /) -> None: ...
- def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ...
- def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ...
- def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ...
- def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ...
- def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ...
- def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ...
- def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ...
- def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureBarrier(self, /) -> None: ...
- def glTextureBuffer(self, texture: int, internalformat: int, buffer: int, /) -> None: ...
- def glTextureParameterIiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTextureParameterIuiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ...
- def glTextureParameterf(self, texture: int, pname: int, param: float, /) -> None: ...
- def glTextureParameterfv(self, texture: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ...
- def glTextureParameteri(self, texture: int, pname: int, param: int, /) -> None: ...
- def glTextureParameteriv(self, texture: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ...
- def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int, /) -> None: ...
- def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ...
- def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ...
- def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ...
- def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ...
- def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ...
- def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ...
- def 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: ...
- def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ...
- def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int, /) -> None: ...
- def glUniform1d(self, location: int, x: float, /) -> None: ...
- def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1f(self, location: int, v0: float, /) -> None: ...
- def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform1i(self, location: int, v0: int, /) -> None: ...
- def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform1ui(self, location: int, v0: int, /) -> None: ...
- def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2d(self, location: int, x: float, y: float, /) -> None: ...
- def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ...
- def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ...
- def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ...
- def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ...
- def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ...
- def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ...
- def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ...
- def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ...
- def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ...
- def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ...
- def glUnmapBuffer(self, target: int, /) -> int: ...
- def glUnmapNamedBuffer(self, buffer: int, /) -> int: ...
- def glUseProgram(self, program: int, /) -> None: ...
- def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ...
- def glValidateProgram(self, program: int, /) -> None: ...
- def glValidateProgramPipeline(self, pipeline: int, /) -> None: ...
- def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int, /) -> None: ...
- def glVertexArrayElementBuffer(self, vaobj: int, buffer: int, /) -> None: ...
- def glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1f(self, index: int, x: float, /) -> None: ...
- def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib1s(self, index: int, x: int, /) -> None: ...
- def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ...
- def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ...
- def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribI1i(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ...
- def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ...
- def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ...
- def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ...
- def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ...
- def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribL1d(self, index: int, x: float, /) -> None: ...
- def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ...
- def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ...
- def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ...
- def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ...
- def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ...
- def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ...
- def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ...
- def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ...
- def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ...
- def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ...
- def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ...
- def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ...
- def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ...
- def initializeOpenGLFunctions(self, /) -> bool: ...
- class QOpenGLPaintDevice(PySide6.QtGui.QPaintDevice):
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, size: PySide6.QtCore.QSize, /) -> None: ...
- @typing.overload
- def __init__(self, width: int, height: int, /) -> None: ...
- def context(self, /) -> PySide6.QtGui.QOpenGLContext: ...
- def devType(self, /) -> int: ...
- def dotsPerMeterX(self, /) -> float: ...
- def dotsPerMeterY(self, /) -> float: ...
- def ensureActiveTarget(self, /) -> None: ...
- def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric, /) -> int: ...
- def paintEngine(self, /) -> PySide6.QtGui.QPaintEngine: ...
- def paintFlipped(self, /) -> bool: ...
- def setDevicePixelRatio(self, devicePixelRatio: float, /) -> None: ...
- def setDotsPerMeterX(self, arg__1: float, /) -> None: ...
- def setDotsPerMeterY(self, arg__1: float, /) -> None: ...
- def setPaintFlipped(self, flipped: bool, /) -> None: ...
- def setSize(self, size: PySide6.QtCore.QSize, /) -> None: ...
- def size(self, /) -> PySide6.QtCore.QSize: ...
- class QOpenGLPixelTransferOptions(Shiboken.Object):
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, arg__1: PySide6.QtOpenGL.QOpenGLPixelTransferOptions, /) -> None: ...
- def __copy__(self, /) -> typing.Self: ...
- def alignment(self, /) -> int: ...
- def imageHeight(self, /) -> int: ...
- def isLeastSignificantBitFirst(self, /) -> bool: ...
- def isSwapBytesEnabled(self, /) -> bool: ...
- def rowLength(self, /) -> int: ...
- def setAlignment(self, alignment: int, /) -> None: ...
- def setImageHeight(self, imageHeight: int, /) -> None: ...
- def setLeastSignificantByteFirst(self, lsbFirst: bool, /) -> None: ...
- def setRowLength(self, rowLength: int, /) -> None: ...
- def setSkipImages(self, skipImages: int, /) -> None: ...
- def setSkipPixels(self, skipPixels: int, /) -> None: ...
- def setSkipRows(self, skipRows: int, /) -> None: ...
- def setSwapBytesEnabled(self, swapBytes: bool, /) -> None: ...
- def skipImages(self, /) -> int: ...
- def skipPixels(self, /) -> int: ...
- def skipRows(self, /) -> int: ...
- def swap(self, other: PySide6.QtOpenGL.QOpenGLPixelTransferOptions, /) -> None: ...
- class QOpenGLShader(PySide6.QtCore.QObject):
- class ShaderTypeBit(enum.Flag):
- Vertex = 0x1
- Fragment = 0x2
- Geometry = 0x4
- TessellationControl = 0x8
- TessellationEvaluation = 0x10
- Compute = 0x20
- def __init__(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ...
- @typing.overload
- def compileSourceCode(self, source: str, /) -> bool: ...
- @typing.overload
- def compileSourceCode(self, source: bytes | bytearray | memoryview, /) -> bool: ...
- @typing.overload
- def compileSourceCode(self, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ...
- def compileSourceFile(self, fileName: str, /) -> bool: ...
- @staticmethod
- def hasOpenGLShaders(type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, /, context: PySide6.QtGui.QOpenGLContext | None = ...) -> bool: ...
- def isCompiled(self, /) -> bool: ...
- def log(self, /) -> str: ...
- def shaderId(self, /) -> int: ...
- def shaderType(self, /) -> PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit: ...
- def sourceCode(self, /) -> PySide6.QtCore.QByteArray: ...
- class QOpenGLShaderProgram(PySide6.QtCore.QObject):
- def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ...
- @typing.overload
- def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str, /) -> bool: ...
- @typing.overload
- def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: bytes | bytearray | memoryview, /) -> bool: ...
- @typing.overload
- def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ...
- def addCacheableShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str, /) -> bool: ...
- def addShader(self, shader: PySide6.QtOpenGL.QOpenGLShader, /) -> bool: ...
- @typing.overload
- def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str, /) -> bool: ...
- @typing.overload
- def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: bytes | bytearray | memoryview, /) -> bool: ...
- @typing.overload
- def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ...
- def addShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str, /) -> bool: ...
- @typing.overload
- def attributeLocation(self, name: str, /) -> int: ...
- @typing.overload
- def attributeLocation(self, name: bytes | bytearray | memoryview, /) -> int: ...
- @typing.overload
- def attributeLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> int: ...
- def bind(self, /) -> bool: ...
- @typing.overload
- def bindAttributeLocation(self, name: str, location: int, /) -> None: ...
- @typing.overload
- def bindAttributeLocation(self, name: bytes | bytearray | memoryview, location: int, /) -> None: ...
- @typing.overload
- def bindAttributeLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, location: int, /) -> None: ...
- def create(self, /) -> bool: ...
- def defaultInnerTessellationLevels(self, /) -> typing.List[float]: ...
- def defaultOuterTessellationLevels(self, /) -> typing.List[float]: ...
- @typing.overload
- def disableAttributeArray(self, name: bytes | bytearray | memoryview, /) -> None: ...
- @typing.overload
- def disableAttributeArray(self, location: int, /) -> None: ...
- @typing.overload
- def enableAttributeArray(self, name: bytes | bytearray | memoryview, /) -> None: ...
- @typing.overload
- def enableAttributeArray(self, location: int, /) -> None: ...
- @staticmethod
- def hasOpenGLShaderPrograms(context: PySide6.QtGui.QOpenGLContext | None = ...) -> bool: ...
- def isLinked(self, /) -> bool: ...
- def link(self, /) -> bool: ...
- def log(self, /) -> str: ...
- def maxGeometryOutputVertices(self, /) -> int: ...
- def patchVertexCount(self, /) -> int: ...
- def programId(self, /) -> int: ...
- def release(self, /) -> None: ...
- def removeAllShaders(self, /) -> None: ...
- def removeShader(self, shader: PySide6.QtOpenGL.QOpenGLShader, /) -> None: ...
- @typing.overload
- def setAttributeArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeArray(self, name: bytes | bytearray | memoryview, type: int, values: int, tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeArray(self, location: int, values: collections.abc.Sequence[float], tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeArray(self, location: int, type: int, values: int, tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeBuffer(self, name: bytes | bytearray | memoryview, type: int, offset: int, tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeBuffer(self, location: int, type: int, offset: int, tupleSize: int, /, stride: int | None = ...) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector2D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector3D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector4D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], columns: int, rows: int, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, value: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, w: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, name: bytes | bytearray | memoryview, value: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector2D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector3D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector4D, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, values: collections.abc.Sequence[float], columns: int, rows: int, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, value: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, x: float, y: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, x: float, y: float, z: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- @typing.overload
- def setAttributeValue(self, location: int, value: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ...
- def setDefaultInnerTessellationLevels(self, levels: collections.abc.Sequence[float], /) -> None: ...
- def setDefaultOuterTessellationLevels(self, levels: collections.abc.Sequence[float], /) -> None: ...
- def setPatchVertexCount(self, count: int, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x4, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x4, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, point: PySide6.QtCore.QPoint, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, size: PySide6.QtCore.QSize, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QTransform, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector2D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector3D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector4D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, size: PySide6.QtCore.QSizeF | PySide6.QtCore.QSize, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, point: PySide6.QtCore.QPointF | PySide6.QtCore.QPoint | PySide6.QtGui.QPainterPath.Element, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float], typing.Tuple[float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float, float], typing.Tuple[float, float, float], typing.Tuple[float, float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, w: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, name: bytes | bytearray | memoryview, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x4, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x4, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x2, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x3, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, point: PySide6.QtCore.QPoint, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, size: PySide6.QtCore.QSize, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QTransform, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QVector2D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QVector3D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QVector4D, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, size: PySide6.QtCore.QSizeF | PySide6.QtCore.QSize, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, point: PySide6.QtCore.QPointF | PySide6.QtCore.QPoint | PySide6.QtGui.QPainterPath.Element, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float], typing.Tuple[float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float, float], typing.Tuple[float, float, float], typing.Tuple[float, float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float]], /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: int, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, value: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, x: float, y: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, x: float, y: float, z: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ...
- @typing.overload
- def setUniformValue(self, location: int, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ...
- @typing.overload
- def setUniformValue1f(self, arg__1: bytes | bytearray | memoryview, arg__2: float, /) -> None: ...
- @typing.overload
- def setUniformValue1f(self, arg__1: int, arg__2: float, /) -> None: ...
- @typing.overload
- def setUniformValue1i(self, arg__1: bytes | bytearray | memoryview, arg__2: int, /) -> None: ...
- @typing.overload
- def setUniformValue1i(self, arg__1: int, arg__2: int, /) -> None: ...
- @typing.overload
- def setUniformValueArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[int], count: int, /) -> None: ...
- @typing.overload
- def setUniformValueArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], count: int, tupleSize: int, /) -> None: ...
- @typing.overload
- def setUniformValueArray(self, location: int, values: collections.abc.Sequence[int], count: int, /) -> None: ...
- @typing.overload
- def setUniformValueArray(self, location: int, values: collections.abc.Sequence[float], count: int, tupleSize: int, /) -> None: ...
- def shaders(self, /) -> typing.List[PySide6.QtOpenGL.QOpenGLShader]: ...
- @typing.overload
- def uniformLocation(self, name: str, /) -> int: ...
- @typing.overload
- def uniformLocation(self, name: bytes | bytearray | memoryview, /) -> int: ...
- @typing.overload
- def uniformLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> int: ...
- class QOpenGLTexture(Shiboken.Object):
- class BindingTarget(enum.Enum):
- BindingTarget1D = 0x8068
- BindingTarget2D = 0x8069
- BindingTarget3D = 0x806a
- BindingTargetRectangle = 0x84f6
- BindingTargetCubeMap = 0x8514
- BindingTarget1DArray = 0x8c1c
- BindingTarget2DArray = 0x8c1d
- BindingTargetBuffer = 0x8c2c
- BindingTargetCubeMapArray = 0x900a
- BindingTarget2DMultisample = 0x9104
- BindingTarget2DMultisampleArray = 0x9105
- class ComparisonFunction(enum.Enum):
- CompareNever = 0x200
- CompareLess = 0x201
- CompareEqual = 0x202
- CompareLessEqual = 0x203
- CompareGreater = 0x204
- CommpareNotEqual = 0x205
- CompareNotEqual = 0x205
- CompareGreaterEqual = 0x206
- CompareAlways = 0x207
- class ComparisonMode(enum.Enum):
- CompareNone = 0x0
- CompareRefToTexture = 0x884e
- class CoordinateDirection(enum.Enum):
- DirectionS = 0x2802
- DirectionT = 0x2803
- DirectionR = 0x8072
- class CubeMapFace(enum.Enum):
- CubeMapPositiveX = 0x8515
- CubeMapNegativeX = 0x8516
- CubeMapPositiveY = 0x8517
- CubeMapNegativeY = 0x8518
- CubeMapPositiveZ = 0x8519
- CubeMapNegativeZ = 0x851a
- class DepthStencilMode(enum.Enum):
- StencilMode = 0x1901
- DepthMode = 0x1902
- class Feature(enum.Flag):
- ImmutableStorage = 0x1
- ImmutableMultisampleStorage = 0x2
- TextureRectangle = 0x4
- TextureArrays = 0x8
- Texture3D = 0x10
- TextureMultisample = 0x20
- TextureBuffer = 0x40
- TextureCubeMapArrays = 0x80
- Swizzle = 0x100
- StencilTexturing = 0x200
- AnisotropicFiltering = 0x400
- NPOTTextures = 0x800
- NPOTTextureRepeat = 0x1000
- Texture1D = 0x2000
- TextureComparisonOperators = 0x4000
- TextureMipMapLevel = 0x8000
- MaxFeatureFlag = 0x10000
- class Filter(enum.Enum):
- Nearest = 0x2600
- Linear = 0x2601
- NearestMipMapNearest = 0x2700
- LinearMipMapNearest = 0x2701
- NearestMipMapLinear = 0x2702
- LinearMipMapLinear = 0x2703
- class MipMapGeneration(enum.Enum):
- GenerateMipMaps = 0x0
- DontGenerateMipMaps = 0x1
- class PixelFormat(enum.Enum):
- NoSourceFormat = 0x0
- Stencil = 0x1901
- Depth = 0x1902
- Red = 0x1903
- Alpha = 0x1906
- RGB = 0x1907
- RGBA = 0x1908
- Luminance = 0x1909
- LuminanceAlpha = 0x190a
- BGR = 0x80e0
- BGRA = 0x80e1
- RG = 0x8227
- RG_Integer = 0x8228
- DepthStencil = 0x84f9
- Red_Integer = 0x8d94
- RGB_Integer = 0x8d98
- RGBA_Integer = 0x8d99
- BGR_Integer = 0x8d9a
- BGRA_Integer = 0x8d9b
- class PixelType(enum.Enum):
- NoPixelType = 0x0
- Int8 = 0x1400
- UInt8 = 0x1401
- Int16 = 0x1402
- UInt16 = 0x1403
- Int32 = 0x1404
- UInt32 = 0x1405
- Float32 = 0x1406
- Float16 = 0x140b
- UInt8_RG3B2 = 0x8032
- UInt16_RGBA4 = 0x8033
- UInt16_RGB5A1 = 0x8034
- UInt32_RGBA8 = 0x8035
- UInt32_RGB10A2 = 0x8036
- UInt8_RG3B2_Rev = 0x8362
- UInt16_R5G6B5 = 0x8363
- UInt16_R5G6B5_Rev = 0x8364
- UInt16_RGBA4_Rev = 0x8365
- UInt16_RGB5A1_Rev = 0x8366
- UInt32_RGBA8_Rev = 0x8367
- UInt32_RGB10A2_Rev = 0x8368
- UInt32_D24S8 = 0x84fa
- UInt32_RG11B10F = 0x8c3b
- UInt32_RGB9_E5 = 0x8c3e
- Float16OES = 0x8d61
- Float32_D32_UInt32_S8_X24 = 0x8dad
- class SwizzleComponent(enum.Enum):
- SwizzleRed = 0x8e42
- SwizzleGreen = 0x8e43
- SwizzleBlue = 0x8e44
- SwizzleAlpha = 0x8e45
- class SwizzleValue(enum.Enum):
- ZeroValue = 0x0
- OneValue = 0x1
- RedValue = 0x1903
- GreenValue = 0x1904
- BlueValue = 0x1905
- AlphaValue = 0x1906
- class Target(enum.Enum):
- Target1D = 0xde0
- Target2D = 0xde1
- Target3D = 0x806f
- TargetRectangle = 0x84f5
- TargetCubeMap = 0x8513
- Target1DArray = 0x8c18
- Target2DArray = 0x8c1a
- TargetBuffer = 0x8c2a
- TargetCubeMapArray = 0x9009
- Target2DMultisample = 0x9100
- Target2DMultisampleArray = 0x9102
- class TextureFormat(enum.Enum):
- NoFormat = 0x0
- DepthFormat = 0x1902
- AlphaFormat = 0x1906
- RGBFormat = 0x1907
- RGBAFormat = 0x1908
- LuminanceFormat = 0x1909
- LuminanceAlphaFormat = 0x190a
- RG3B2 = 0x2a10
- RGB8_UNorm = 0x8051
- RGB16_UNorm = 0x8054
- RGBA4 = 0x8056
- RGB5A1 = 0x8057
- RGBA8_UNorm = 0x8058
- RGBA16_UNorm = 0x805b
- D16 = 0x81a5
- D24 = 0x81a6
- D32 = 0x81a7
- R8_UNorm = 0x8229
- R16_UNorm = 0x822a
- RG8_UNorm = 0x822b
- RG16_UNorm = 0x822c
- R16F = 0x822d
- R32F = 0x822e
- RG16F = 0x822f
- RG32F = 0x8230
- R8I = 0x8231
- R8U = 0x8232
- R16I = 0x8233
- R16U = 0x8234
- R32I = 0x8235
- R32U = 0x8236
- RG8I = 0x8237
- RG8U = 0x8238
- RG16I = 0x8239
- RG16U = 0x823a
- RG32I = 0x823b
- RG32U = 0x823c
- RGB_DXT1 = 0x83f0
- RGBA_DXT1 = 0x83f1
- RGBA_DXT3 = 0x83f2
- RGBA_DXT5 = 0x83f3
- RGBA32F = 0x8814
- RGB32F = 0x8815
- RGBA16F = 0x881a
- RGB16F = 0x881b
- D24S8 = 0x88f0
- RG11B10F = 0x8c3a
- RGB9E5 = 0x8c3d
- SRGB8 = 0x8c41
- SRGB8_Alpha8 = 0x8c43
- SRGB_DXT1 = 0x8c4c
- SRGB_Alpha_DXT1 = 0x8c4d
- SRGB_Alpha_DXT3 = 0x8c4e
- SRGB_Alpha_DXT5 = 0x8c4f
- D32F = 0x8cac
- D32FS8X24 = 0x8cad
- S8 = 0x8d48
- R5G6B5 = 0x8d62
- RGB8_ETC1 = 0x8d64
- RGBA32U = 0x8d70
- RGB32U = 0x8d71
- RGBA16U = 0x8d76
- RGB16U = 0x8d77
- RGBA8U = 0x8d7c
- RGB8U = 0x8d7d
- RGBA32I = 0x8d82
- RGB32I = 0x8d83
- RGBA16I = 0x8d88
- RGB16I = 0x8d89
- RGBA8I = 0x8d8e
- RGB8I = 0x8d8f
- R_ATI1N_UNorm = 0x8dbb
- R_ATI1N_SNorm = 0x8dbc
- RG_ATI2N_UNorm = 0x8dbd
- RG_ATI2N_SNorm = 0x8dbe
- RGB_BP_UNorm = 0x8e8c
- SRGB_BP_UNorm = 0x8e8d
- RGB_BP_SIGNED_FLOAT = 0x8e8e
- RGB_BP_UNSIGNED_FLOAT = 0x8e8f
- R8_SNorm = 0x8f94
- RG8_SNorm = 0x8f95
- RGB8_SNorm = 0x8f96
- RGBA8_SNorm = 0x8f97
- R16_SNorm = 0x8f98
- RG16_SNorm = 0x8f99
- RGB16_SNorm = 0x8f9a
- RGBA16_SNorm = 0x8f9b
- RGB10A2 = 0x906f
- R11_EAC_UNorm = 0x9270
- R11_EAC_SNorm = 0x9271
- RG11_EAC_UNorm = 0x9272
- RG11_EAC_SNorm = 0x9273
- RGB8_ETC2 = 0x9274
- SRGB8_ETC2 = 0x9275
- RGB8_PunchThrough_Alpha1_ETC2 = 0x9276
- SRGB8_PunchThrough_Alpha1_ETC2 = 0x9277
- RGBA8_ETC2_EAC = 0x9278
- SRGB8_Alpha8_ETC2_EAC = 0x9279
- RGBA_ASTC_4x4 = 0x93b0
- RGBA_ASTC_5x4 = 0x93b1
- RGBA_ASTC_5x5 = 0x93b2
- RGBA_ASTC_6x5 = 0x93b3
- RGBA_ASTC_6x6 = 0x93b4
- RGBA_ASTC_8x5 = 0x93b5
- RGBA_ASTC_8x6 = 0x93b6
- RGBA_ASTC_8x8 = 0x93b7
- RGBA_ASTC_10x5 = 0x93b8
- RGBA_ASTC_10x6 = 0x93b9
- RGBA_ASTC_10x8 = 0x93ba
- RGBA_ASTC_10x10 = 0x93bb
- RGBA_ASTC_12x10 = 0x93bc
- RGBA_ASTC_12x12 = 0x93bd
- SRGB8_Alpha8_ASTC_4x4 = 0x93d0
- SRGB8_Alpha8_ASTC_5x4 = 0x93d1
- SRGB8_Alpha8_ASTC_5x5 = 0x93d2
- SRGB8_Alpha8_ASTC_6x5 = 0x93d3
- SRGB8_Alpha8_ASTC_6x6 = 0x93d4
- SRGB8_Alpha8_ASTC_8x5 = 0x93d5
- SRGB8_Alpha8_ASTC_8x6 = 0x93d6
- SRGB8_Alpha8_ASTC_8x8 = 0x93d7
- SRGB8_Alpha8_ASTC_10x5 = 0x93d8
- SRGB8_Alpha8_ASTC_10x6 = 0x93d9
- SRGB8_Alpha8_ASTC_10x8 = 0x93da
- SRGB8_Alpha8_ASTC_10x10 = 0x93db
- SRGB8_Alpha8_ASTC_12x10 = 0x93dc
- SRGB8_Alpha8_ASTC_12x12 = 0x93dd
- class TextureFormatClass(enum.Enum):
- NoFormatClass = 0x0
- FormatClass_128Bit = 0x1
- FormatClass_96Bit = 0x2
- FormatClass_64Bit = 0x3
- FormatClass_48Bit = 0x4
- FormatClass_32Bit = 0x5
- FormatClass_24Bit = 0x6
- FormatClass_16Bit = 0x7
- FormatClass_8Bit = 0x8
- FormatClass_RGTC1_R = 0x9
- FormatClass_RGTC2_RG = 0xa
- FormatClass_BPTC_Unorm = 0xb
- FormatClass_BPTC_Float = 0xc
- FormatClass_S3TC_DXT1_RGB = 0xd
- FormatClass_S3TC_DXT1_RGBA = 0xe
- FormatClass_S3TC_DXT3_RGBA = 0xf
- FormatClass_S3TC_DXT5_RGBA = 0x10
- FormatClass_Unique = 0x11
- class TextureUnitReset(enum.Enum):
- ResetTextureUnit = 0x0
- DontResetTextureUnit = 0x1
- class WrapMode(enum.Enum):
- Repeat = 0x2901
- ClampToBorder = 0x812d
- ClampToEdge = 0x812f
- MirroredRepeat = 0x8370
- @typing.overload
- def __init__(self, image: PySide6.QtGui.QImage, /, genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ...
- @typing.overload
- def __init__(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target, /) -> None: ...
- def __repr__(self, /) -> str: ...
- @typing.overload
- def allocateStorage(self, /) -> None: ...
- @typing.overload
- def allocateStorage(self, pixelFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, pixelType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, /) -> None: ...
- @typing.overload
- def bind(self, /) -> None: ...
- @typing.overload
- def bind(self, unit: int, /, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ...
- def borderColor(self, /) -> PySide6.QtGui.QColor: ...
- @typing.overload
- @staticmethod
- def boundTextureId(target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget, /) -> int: ...
- @typing.overload
- @staticmethod
- def boundTextureId(unit: int, target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget, /) -> int: ...
- def comparisonFunction(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction: ...
- def comparisonMode(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode: ...
- def create(self, /) -> bool: ...
- def createTextureView(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target, viewFormat: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat, minimumMipmapLevel: int, maximumMipmapLevel: int, minimumLayer: int, maximumLayer: int, /) -> PySide6.QtOpenGL.QOpenGLTexture: ...
- def depth(self, /) -> int: ...
- def depthStencilMode(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode: ...
- def destroy(self, /) -> None: ...
- def faces(self, /) -> int: ...
- def format(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.TextureFormat: ...
- @typing.overload
- def generateMipMaps(self, /) -> None: ...
- @typing.overload
- def generateMipMaps(self, baseLevel: int, /, resetBaseLevel: bool = ...) -> None: ...
- @staticmethod
- def hasFeature(feature: PySide6.QtOpenGL.QOpenGLTexture.Feature, /) -> bool: ...
- def height(self, /) -> int: ...
- def isAutoMipMapGenerationEnabled(self, /) -> bool: ...
- @typing.overload
- def isBound(self, /) -> bool: ...
- @typing.overload
- def isBound(self, unit: int, /) -> bool: ...
- def isCreated(self, /) -> bool: ...
- def isFixedSamplePositions(self, /) -> bool: ...
- def isStorageAllocated(self, /) -> bool: ...
- def isTextureView(self, /) -> bool: ...
- def layers(self, /) -> int: ...
- def levelOfDetailRange(self, /) -> typing.Tuple[float, float]: ...
- def levelofDetailBias(self, /) -> float: ...
- def magnificationFilter(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ...
- def maximumAnisotropy(self, /) -> float: ...
- def maximumLevelOfDetail(self, /) -> float: ...
- def maximumMipLevels(self, /) -> int: ...
- def minMagFilters(self, /) -> typing.Tuple[PySide6.QtOpenGL.QOpenGLTexture.Filter, PySide6.QtOpenGL.QOpenGLTexture.Filter]: ...
- def minificationFilter(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ...
- def minimumLevelOfDetail(self, /) -> float: ...
- def mipBaseLevel(self, /) -> int: ...
- def mipLevelRange(self, /) -> typing.Tuple[int, int]: ...
- def mipLevels(self, /) -> int: ...
- def mipMaxLevel(self, /) -> int: ...
- @typing.overload
- def release(self, /) -> None: ...
- @typing.overload
- def release(self, unit: int, /, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ...
- def samples(self, /) -> int: ...
- def setAutoMipMapGenerationEnabled(self, enabled: bool, /) -> None: ...
- @typing.overload
- def setBorderColor(self, r: int, g: int, b: int, a: int, /) -> None: ...
- @typing.overload
- def setBorderColor(self, r: float, g: float, b: float, a: float, /) -> None: ...
- @typing.overload
- def setBorderColor(self, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ...
- def setComparisonFunction(self, function: PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction, /) -> None: ...
- def setComparisonMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode, /) -> None: ...
- @typing.overload
- def setCompressedData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setCompressedData(self, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setCompressedData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setCompressedData(self, mipLevel: int, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setCompressedData(self, mipLevel: int, layer: int, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, image: PySide6.QtGui.QImage, /, genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ...
- @typing.overload
- def setData(self, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, layerCount: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- @typing.overload
- def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ...
- def setDepthStencilMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode, /) -> None: ...
- def setFixedSamplePositions(self, fixed: bool, /) -> None: ...
- def setFormat(self, format: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat, /) -> None: ...
- def setLayers(self, layers: int, /) -> None: ...
- def setLevelOfDetailRange(self, min: float, max: float, /) -> None: ...
- def setLevelofDetailBias(self, bias: float, /) -> None: ...
- def setMagnificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ...
- def setMaximumAnisotropy(self, anisotropy: float, /) -> None: ...
- def setMaximumLevelOfDetail(self, value: float, /) -> None: ...
- def setMinMagFilters(self, minificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter, magnificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ...
- def setMinificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ...
- def setMinimumLevelOfDetail(self, value: float, /) -> None: ...
- def setMipBaseLevel(self, baseLevel: int, /) -> None: ...
- def setMipLevelRange(self, baseLevel: int, maxLevel: int, /) -> None: ...
- def setMipLevels(self, levels: int, /) -> None: ...
- def setMipMaxLevel(self, maxLevel: int, /) -> None: ...
- def setSamples(self, samples: int, /) -> None: ...
- def setSize(self, width: int, /, height: int = ..., depth: int = ...) -> None: ...
- @typing.overload
- def setSwizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent, value: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, /) -> None: ...
- @typing.overload
- def setSwizzleMask(self, r: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, g: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, b: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, a: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, /) -> None: ...
- @typing.overload
- def setWrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode, /) -> None: ...
- @typing.overload
- def setWrapMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode, /) -> None: ...
- def swizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent, /) -> PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue: ...
- def target(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Target: ...
- def textureId(self, /) -> int: ...
- def width(self, /) -> int: ...
- def wrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection, /) -> PySide6.QtOpenGL.QOpenGLTexture.WrapMode: ...
- class QOpenGLTextureBlitter(Shiboken.Object):
- class Origin(enum.Enum):
- OriginBottomLeft = 0x0
- OriginTopLeft = 0x1
- def __init__(self, /) -> None: ...
- def bind(self, /, target: int = ...) -> None: ...
- @typing.overload
- def blit(self, texture: int, targetTransform: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, sourceOrigin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin, /) -> None: ...
- @typing.overload
- def blit(self, texture: int, targetTransform: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, sourceTransform: PySide6.QtGui.QMatrix3x3, /) -> None: ...
- def create(self, /) -> bool: ...
- def destroy(self, /) -> None: ...
- def isCreated(self, /) -> bool: ...
- def release(self, /) -> None: ...
- def setOpacity(self, opacity: float, /) -> None: ...
- def setRedBlueSwizzle(self, swizzle: bool, /) -> None: ...
- @staticmethod
- def sourceTransform(subTexture: PySide6.QtCore.QRectF | PySide6.QtCore.QRect, textureSize: PySide6.QtCore.QSize, origin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin, /) -> PySide6.QtGui.QMatrix3x3: ...
- def supportsExternalOESTarget(self, /) -> bool: ...
- def supportsRectangleTarget(self, /) -> bool: ...
- @staticmethod
- def targetTransform(target: PySide6.QtCore.QRectF | PySide6.QtCore.QRect, viewport: PySide6.QtCore.QRect, /) -> PySide6.QtGui.QMatrix4x4: ...
- class QOpenGLTimeMonitor(PySide6.QtCore.QObject):
- def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ...
- def create(self, /) -> bool: ...
- def destroy(self, /) -> None: ...
- def isCreated(self, /) -> bool: ...
- def isResultAvailable(self, /) -> bool: ...
- def objectIds(self, /) -> typing.List[int]: ...
- def recordSample(self, /) -> int: ...
- def reset(self, /) -> None: ...
- def sampleCount(self, /) -> int: ...
- def setSampleCount(self, sampleCount: int, /) -> None: ...
- def waitForIntervals(self, /) -> typing.List[int]: ...
- def waitForSamples(self, /) -> typing.List[int]: ...
- class QOpenGLTimerQuery(PySide6.QtCore.QObject):
- def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ...
- def begin(self, /) -> None: ...
- def create(self, /) -> bool: ...
- def destroy(self, /) -> None: ...
- def end(self, /) -> None: ...
- def isCreated(self, /) -> bool: ...
- def isResultAvailable(self, /) -> bool: ...
- def objectId(self, /) -> int: ...
- def recordTimestamp(self, /) -> None: ...
- def waitForResult(self, /) -> int: ...
- def waitForTimestamp(self, /) -> int: ...
- class QOpenGLVersionFunctionsFactory(Shiboken.Object):
- def __init__(self, /) -> None: ...
- @staticmethod
- def get(versionProfile: PySide6.QtOpenGL.QOpenGLVersionProfile = ..., context: PySide6.QtGui.QOpenGLContext | None = ...) -> PySide6.QtOpenGL.QAbstractOpenGLFunctions: ...
- class QOpenGLVersionProfile(Shiboken.Object):
- @typing.overload
- def __init__(self, /) -> None: ...
- @typing.overload
- def __init__(self, other: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> None: ...
- @typing.overload
- def __init__(self, format: PySide6.QtGui.QSurfaceFormat | PySide6.QtGui.QSurfaceFormat.FormatOption, /) -> None: ...
- def __copy__(self, /) -> typing.Self: ...
- def __eq__(self, rhs: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> bool: ...
- def __hash__(self, /) -> int: ...
- def __ne__(self, rhs: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> bool: ...
- def __repr__(self, /) -> str: ...
- def hasProfiles(self, /) -> bool: ...
- def isLegacyVersion(self, /) -> bool: ...
- def isValid(self, /) -> bool: ...
- def profile(self, /) -> PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile: ...
- def setProfile(self, profile: PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile, /) -> None: ...
- def setVersion(self, majorVersion: int, minorVersion: int, /) -> None: ...
- def version(self, /) -> typing.Tuple[int, int]: ...
- class QOpenGLVertexArrayObject(PySide6.QtCore.QObject):
- class Binder(Shiboken.Object):
- def __init__(self, v: PySide6.QtOpenGL.QOpenGLVertexArrayObject, /) -> None: ...
- def __enter__(self, /) -> PySide6.QtOpenGL.QOpenGLVertexArrayObject.Binder: ...
- def __exit__(self, arg__1: object, arg__2: object, arg__3: object, /) -> None: ...
- def rebind(self, /) -> None: ...
- def release(self, /) -> None: ...
- def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ...
- def bind(self, /) -> None: ...
- def create(self, /) -> bool: ...
- def destroy(self, /) -> None: ...
- def isCreated(self, /) -> bool: ...
- def objectId(self, /) -> int: ...
- def release(self, /) -> None: ...
- class QOpenGLWindow(PySide6.QtGui.QPaintDeviceWindow):
- frameSwapped : typing.ClassVar[Signal] = ... # frameSwapped()
- class UpdateBehavior(enum.Enum):
- NoPartialUpdate = 0x0
- PartialUpdateBlit = 0x1
- PartialUpdateBlend = 0x2
- @typing.overload
- def __init__(self, shareContext: PySide6.QtGui.QOpenGLContext, /, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: PySide6.QtGui.QWindow | None = ...) -> None: ...
- @typing.overload
- def __init__(self, /, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: PySide6.QtGui.QWindow | None = ...) -> None: ...
- def context(self, /) -> PySide6.QtGui.QOpenGLContext: ...
- def defaultFramebufferObject(self, /) -> int: ...
- def doneCurrent(self, /) -> None: ...
- def grabFramebuffer(self, /) -> PySide6.QtGui.QImage: ...
- def initializeGL(self, /) -> None: ...
- def isValid(self, /) -> bool: ...
- def makeCurrent(self, /) -> None: ...
- def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric, /) -> int: ...
- def paintEvent(self, event: PySide6.QtGui.QPaintEvent, /) -> None: ...
- def paintGL(self, /) -> None: ...
- def paintOverGL(self, /) -> None: ...
- def paintUnderGL(self, /) -> None: ...
- def redirected(self, arg__1: PySide6.QtCore.QPoint, /) -> PySide6.QtGui.QPaintDevice: ...
- def resizeEvent(self, event: PySide6.QtGui.QResizeEvent, /) -> None: ...
- def resizeGL(self, w: int, h: int, /) -> None: ...
- def shareContext(self, /) -> PySide6.QtGui.QOpenGLContext: ...
- def updateBehavior(self, /) -> PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior: ...
- # eof
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