freecad-cam/bin/Lib/site-packages/PySide2/QtOpenGLFunctions.pyi
2026-02-01 01:59:24 +01:00

12796 lines
1.0 MiB

#############################################################################
##
## Copyright (C) 2020 The Qt Company Ltd.
## Contact: https://www.qt.io/licensing/
##
## This file is part of Qt for Python.
##
## $QT_BEGIN_LICENSE:LGPL$
## Commercial License Usage
## Licensees holding valid commercial Qt licenses may use this file in
## accordance with the commercial license agreement provided with the
## Software or, alternatively, in accordance with the terms contained in
## a written agreement between you and The Qt Company. For licensing terms
## and conditions see https://www.qt.io/terms-conditions. For further
## information use the contact form at https://www.qt.io/contact-us.
##
## GNU Lesser General Public License Usage
## Alternatively, this file may be used under the terms of the GNU Lesser
## General Public License version 3 as published by the Free Software
## Foundation and appearing in the file LICENSE.LGPL3 included in the
## packaging of this file. Please review the following information to
## ensure the GNU Lesser General Public License version 3 requirements
## will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
##
## GNU General Public License Usage
## Alternatively, this file may be used under the terms of the GNU
## General Public License version 2.0 or (at your option) the GNU General
## Public license version 3 or any later version approved by the KDE Free
## Qt Foundation. The licenses are as published by the Free Software
## Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
## included in the packaging of this file. Please review the following
## information to ensure the GNU General Public License requirements will
## be met: https://www.gnu.org/licenses/gpl-2.0.html and
## https://www.gnu.org/licenses/gpl-3.0.html.
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## $QT_END_LICENSE$
##
#############################################################################
from __future__ import annotations
"""
This file contains the exact signatures for all functions in module
PySide2.QtOpenGLFunctions, except for defaults which are replaced by "...".
"""
# Module PySide2.QtOpenGLFunctions
import PySide2
try:
import typing
except ImportError:
from PySide2.support.signature import typing
from PySide2.support.signature.mapping import (
Virtual, Missing, Invalid, Default, Instance)
from shiboken2 import Shiboken
import PySide2.QtGui
import PySide2.QtOpenGLFunctions
class QOpenGLFunctions_1_0(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexMask(self, mask: int) -> None: ...
def glIndexd(self, c: float) -> None: ...
def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.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: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_1_1(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.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: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.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: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_1_5(PySide2.QtGui.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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 glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_2_0(PySide2.QtGui.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) -> 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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_2_1(PySide2.QtGui.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) -> 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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_3_0(PySide2.QtGui.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) -> 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) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI1i(self, index: int, x: int) -> None: ...
def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_3_1(PySide2.QtGui.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) -> 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) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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 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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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(PySide2.QtGui.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) -> 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) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI1i(self, index: int, x: int) -> None: ...
def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_3_2_Core(PySide2.QtGui.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) -> 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) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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 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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glMatrixMode(self, mode: int) -> None: ...
def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_3_3_Core(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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 glColorP3ui(self, type: int, color: int) -> None: ...
def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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 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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[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 glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_0_Compatibility(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_0_Core(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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 glColorP3ui(self, type: int, color: int) -> None: ...
def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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 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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[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 glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_1_Compatibility(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3bv(self, v: bytes) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glWindowPos2d(self, x: float, y: float) -> None: ...
def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_1_Core(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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 glColorP3ui(self, type: int, color: int) -> None: ...
def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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 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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProvokingVertex(self, mode: int) -> None: ...
def glQueryCounter(self, id: int, target: int) -> None: ...
def glReadBuffer(self, mode: 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glShaderBinary(self, count: int, shaders: typing.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 glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_2_Compatibility(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3bv(self, v: bytes) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glWindowPos2d(self, x: float, y: float) -> None: ...
def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_2_Core(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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 glColorP3ui(self, type: int, color: int) -> None: ...
def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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 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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProvokingVertex(self, mode: int) -> None: ...
def glQueryCounter(self, id: int, target: int) -> None: ...
def glReadBuffer(self, mode: 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glShaderBinary(self, count: int, shaders: typing.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 glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_3_Compatibility(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.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: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
def glReadBuffer(self, mode: int) -> None: ...
def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3bv(self, v: bytes) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glWindowPos2d(self, x: float, y: float) -> None: ...
def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_3_Core(PySide2.QtGui.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) -> 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) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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 glColorP3ui(self, type: int, color: int) -> None: ...
def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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 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: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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) -> int: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> None: ...
def glInvalidateBufferData(self, buffer: int) -> None: ...
def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProvokingVertex(self, mode: int) -> None: ...
def glQueryCounter(self, id: int, target: int) -> None: ...
def glReadBuffer(self, mode: 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
def glShaderBinary(self, count: int, shaders: typing.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 glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_4_Compatibility(PySide2.QtGui.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) -> 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: typing.Sequence[int]) -> None: ...
def glBindBuffersRange(self, target: int, first: int, count: int) -> typing.Tuple[int, int, int]: ...
def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.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: typing.Sequence[int]) -> None: ...
def glBindTexture(self, target: int, texture: int) -> None: ...
def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
def glBindTransformFeedback(self, target: int, id: int) -> None: ...
def glBindVertexArray(self, array: int) -> None: ...
def glBindVertexBuffers(self, first: int, count: int) -> typing.Tuple[int, int, int]: ...
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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int], enabled: int) -> None: ...
def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
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 glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.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: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.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) -> 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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.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: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3bv(self, v: bytes) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glWindowPos2d(self, x: float, y: float) -> None: ...
def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_4_Core(PySide2.QtGui.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) -> 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: typing.Sequence[int]) -> None: ...
def glBindBuffersRange(self, target: int, first: int, count: int) -> typing.Tuple[int, int, int]: ...
def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.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: typing.Sequence[int]) -> None: ...
def glBindTexture(self, target: int, texture: int) -> None: ...
def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
def glBindTransformFeedback(self, target: int, id: int) -> None: ...
def glBindVertexArray(self, array: int) -> None: ...
def glBindVertexBuffers(self, first: int, count: int) -> typing.Tuple[int, int, int]: ...
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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[int], enabled: int) -> None: ...
def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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) -> int: ...
def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
def glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
def glHint(self, target: int, mode: int) -> None: ...
def glInvalidateBufferData(self, buffer: int) -> None: ...
def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[int], count: typing.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) -> None: ...
def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProvokingVertex(self, mode: int) -> None: ...
def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glShaderBinary(self, count: int, shaders: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_5_Compatibility(PySide2.QtGui.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) -> 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: typing.Sequence[int]) -> None: ...
def glBindBuffersRange(self, target: int, first: int, count: int) -> typing.Tuple[int, int, int]: ...
def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glBindTransformFeedback(self, target: int, id: int) -> None: ...
def glBindVertexArray(self, array: int) -> None: ...
def glBindVertexBuffers(self, first: int, count: int) -> typing.Tuple[int, int, int]: ...
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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glColor3b(self, red: int, green: int, blue: int) -> None: ...
def glColor3bv(self, v: bytes) -> None: ...
def glColor3d(self, red: float, green: float, blue: float) -> None: ...
def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glColor3f(self, red: float, green: float, blue: float) -> None: ...
def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glColor3i(self, red: int, green: int, blue: int) -> None: ...
def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glColor3s(self, red: int, green: int, blue: int) -> None: ...
def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glColor3ubv(self, v: bytes) -> None: ...
def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor3us(self, red: int, green: int, blue: int) -> None: ...
def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4bv(self, v: bytes) -> None: ...
def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4ubv(self, v: bytes) -> None: ...
def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
def glColor4usv(self, v: typing.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: typing.Sequence[int]) -> None: ...
def glColorP4ui(self, type: int, color: int) -> None: ...
def glColorP4uiv(self, type: int, color: typing.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: typing.Sequence[float]) -> None: ...
def glColorTableParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
def glConvolutionParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int], enabled: int) -> None: ...
def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteLists(self, list: int, range: int) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glEvalCoord1f(self, u: float) -> None: ...
def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2d(self, u: float, v: float) -> None: ...
def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
def glEvalCoord2f(self, u: float, v: float) -> None: ...
def glEvalCoord2fv(self, u: typing.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: typing.Sequence[float]) -> None: ...
def glFogCoordf(self, coord: float) -> None: ...
def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
def glFogf(self, pname: int, param: float) -> None: ...
def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
def glFogi(self, pname: int, param: int) -> None: ...
def glFogiv(self, pname: int, params: typing.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) -> int: ...
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 glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetGraphicsResetStatus(self) -> int: ...
def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> 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) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glIndexf(self, c: float) -> None: ...
def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
def glIndexi(self, c: int) -> None: ...
def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
def glIndexs(self, c: int) -> None: ...
def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
def glIndexub(self, c: int) -> None: ...
def glIndexubv(self, c: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[float]) -> None: ...
def glLightModeli(self, pname: int, param: int) -> None: ...
def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
def glLightf(self, light: int, pname: int, param: float) -> None: ...
def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glLighti(self, light: int, pname: int, param: int) -> None: ...
def glLightiv(self, light: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLoadName(self, name: int) -> None: ...
def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glLogicOp(self, opcode: int) -> None: ...
def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glMateriali(self, face: int, pname: int, param: int) -> None: ...
def glMaterialiv(self, face: int, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.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: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
def glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None: ...
def glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None: ...
def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None: ...
def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: typing.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) -> None: ...
def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
def glNormalP3ui(self, type: int, coords: int) -> None: ...
def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> 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: typing.Sequence[float]) -> None: ...
def glPatchParameteri(self, pname: int, value: int) -> None: ...
def glPauseTransformFeedback(self) -> None: ...
def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
def glPixelMapusv(self, map: int, mapsize: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[int], priorities: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.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) -> 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: typing.Sequence[float]) -> None: ...
def glRasterPos2f(self, x: float, y: float) -> None: ...
def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos2i(self, x: int, y: int) -> None: ...
def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos2s(self, x: int, y: int) -> None: ...
def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glRasterPos4sv(self, v: typing.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: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
def glRectsv(self, v1: typing.Sequence[int], v2: typing.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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.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: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3bv(self, v: bytes) -> None: ...
def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3ubv(self, v: bytes) -> None: ...
def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
def glSecondaryColorP3uiv(self, type: int, color: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glTexCoord1f(self, s: float) -> None: ...
def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord1i(self, s: int) -> None: ...
def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord1s(self, s: int) -> None: ...
def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2d(self, s: float, t: float) -> None: ...
def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2f(self, s: float, t: float) -> None: ...
def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord2i(self, s: int, t: int) -> None: ...
def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord2s(self, s: int, t: int) -> None: ...
def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
def glTexCoordP4uiv(self, type: int, coords: typing.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: typing.Sequence[float]) -> None: ...
def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
def glTexGeniv(self, coord: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTextureParameterIuiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
def glTextureParameterfv(self, texture: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
def glTextureParameteriv(self, texture: int, pname: int, param: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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: typing.Sequence[float]) -> None: ...
def glVertex2f(self, x: float, y: float) -> None: ...
def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex2i(self, x: int, y: int) -> None: ...
def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex2s(self, x: int, y: int) -> None: ...
def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3d(self, x: float, y: float, z: float) -> None: ...
def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3f(self, x: float, y: float, z: float) -> None: ...
def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex3i(self, x: int, y: int, z: int) -> None: ...
def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex3s(self, x: int, y: int, z: int) -> None: ...
def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
def glVertex4sv(self, v: typing.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) -> typing.Tuple[int, int, int]: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glVertexP3ui(self, type: int, value: int) -> None: ...
def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
def glVertexP4ui(self, type: int, value: int) -> None: ...
def glVertexP4uiv(self, type: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glWindowPos2d(self, x: float, y: float) -> None: ...
def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2f(self, x: float, y: float) -> None: ...
def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos2i(self, x: int, y: int) -> None: ...
def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos2s(self, x: int, y: int) -> None: ...
def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLFunctions_4_5_Core(PySide2.QtGui.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) -> 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: typing.Sequence[int]) -> None: ...
def glBindBuffersRange(self, target: int, first: int, count: int) -> typing.Tuple[int, int, int]: ...
def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> 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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glBindTransformFeedback(self, target: int, id: int) -> None: ...
def glBindVertexArray(self, array: int) -> None: ...
def glBindVertexBuffers(self, first: int, count: int) -> typing.Tuple[int, int, int]: ...
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: typing.Sequence[float]) -> None: ...
def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[float]) -> None: ...
def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.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: typing.Sequence[int], enabled: int) -> None: ...
def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
def glDeleteProgram(self, program: int) -> None: ...
def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
def glDeleteShader(self, shader: int) -> None: ...
def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
def glDeleteVertexArrays(self, n: int, arrays: typing.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: typing.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: typing.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) -> int: ...
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 glGetError(self) -> int: ...
def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
def glGetGraphicsResetStatus(self) -> int: ...
def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
def glGetString(self, name: int) -> bytes: ...
def glGetStringi(self, name: int, index: int) -> bytes: ...
def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> 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) -> int: ...
def glGetUniformLocation(self, program: int, name: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.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: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
def glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None: ...
def glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None: ...
def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None: ...
def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: typing.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) -> None: ...
def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
def glPatchParameterfv(self, pname: int, values: typing.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: typing.Sequence[float]) -> None: ...
def glPointParameteri(self, pname: int, param: int) -> None: ...
def glPointParameteriv(self, pname: int, params: typing.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: typing.Sequence[float]) -> None: ...
def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glProvokingVertex(self, mode: int) -> None: ...
def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> 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: typing.Sequence[int]) -> None: ...
def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glShaderBinary(self, count: int, shaders: typing.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: typing.Sequence[int]) -> None: ...
def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
def glTexParameteriv(self, target: int, pname: int, params: typing.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: typing.Sequence[int]) -> None: ...
def glTextureParameterIuiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
def glTextureParameterfv(self, texture: int, pname: int, param: typing.Sequence[float]) -> None: ...
def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
def glTextureParameteriv(self, texture: int, pname: int, param: typing.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: typing.Sequence[float]) -> None: ...
def glUniform1f(self, location: int, v0: float) -> None: ...
def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform1i(self, location: int, v0: int) -> None: ...
def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform1ui(self, location: int, v0: int) -> None: ...
def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2d(self, location: int, x: float, y: float) -> None: ...
def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
def glUniform3uiv(self, location: int, count: int, value: typing.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: typing.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: typing.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: typing.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: typing.Sequence[int]) -> None: ...
def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.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) -> typing.Tuple[int, int, int]: ...
def glVertexAttrib1d(self, index: int, x: float) -> None: ...
def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1f(self, index: int, x: float) -> None: ...
def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib1s(self, index: int, x: int) -> None: ...
def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttrib4usv(self, index: int, v: typing.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: typing.Sequence[int]) -> None: ...
def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
def glVertexAttribI4usv(self, index: int, v: typing.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: typing.Sequence[float]) -> None: ...
def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
def glVertexAttribL4dv(self, index: int, v: typing.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: typing.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: typing.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: typing.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: typing.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: typing.Sequence[float]) -> None: ...
def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
def initializeOpenGLFunctions(self) -> bool: ...
class QOpenGLVersionFunctionsFactory(Shiboken.Object):
def __init__(self) -> None: ...
@staticmethod
def get(versionProfile: PySide2.QtGui.QOpenGLVersionProfile, context: PySide2.QtGui.QOpenGLContext) -> PySide2.QtGui.QAbstractOpenGLFunctions: ...
# eof