# Copyright (C) 2022 The Qt Company Ltd. # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only """ This file contains the exact signatures for all functions in module PySide6.QtOpenGL, except for defaults which are replaced by "...". """ # mypy: disable-error-code="override, overload-overlap" # Module `PySide6.QtOpenGL` import PySide6.QtOpenGL import PySide6.QtCore import PySide6.QtGui import enum import typing import collections.abc from PySide6.QtCore import Signal from shiboken6 import Shiboken class QAbstractOpenGLFunctions(Shiboken.Object): def __init__(self, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... def isInitialized(self, /) -> bool: ... def owningContext(self, /) -> PySide6.QtGui.QOpenGLContext: ... def setOwningContext(self, context: PySide6.QtGui.QOpenGLContext, /) -> None: ... class QIntList: ... class QOpenGLBuffer(Shiboken.Object): class Access(enum.Enum): ReadOnly = 0x88b8 WriteOnly = 0x88b9 ReadWrite = 0x88ba class RangeAccessFlag(enum.Flag): RangeRead = 0x1 RangeWrite = 0x2 RangeInvalidate = 0x4 RangeInvalidateBuffer = 0x8 RangeFlushExplicit = 0x10 RangeUnsynchronized = 0x20 class Type(enum.Enum): VertexBuffer = 0x8892 IndexBuffer = 0x8893 PixelPackBuffer = 0x88eb PixelUnpackBuffer = 0x88ec class UsagePattern(enum.Enum): StreamDraw = 0x88e0 StreamRead = 0x88e1 StreamCopy = 0x88e2 StaticDraw = 0x88e4 StaticRead = 0x88e5 StaticCopy = 0x88e6 DynamicDraw = 0x88e8 DynamicRead = 0x88e9 DynamicCopy = 0x88ea @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, other: PySide6.QtOpenGL.QOpenGLBuffer, /) -> None: ... @typing.overload def __init__(self, type: PySide6.QtOpenGL.QOpenGLBuffer.Type, /) -> None: ... @typing.overload def allocate(self, data: bytes, count: int, /) -> None: ... @typing.overload def allocate(self, count: int, /) -> None: ... def bind(self, /) -> bool: ... def bufferId(self, /) -> int: ... def create(self, /) -> bool: ... def destroy(self, /) -> None: ... def isCreated(self, /) -> bool: ... def map(self, access: PySide6.QtOpenGL.QOpenGLBuffer.Access, /) -> int: ... def mapRange(self, offset: int, count: int, access: PySide6.QtOpenGL.QOpenGLBuffer.RangeAccessFlag, /) -> int: ... def read(self, offset: int, data: int, count: int, /) -> bool: ... @typing.overload # type: ignore[misc, overload-cannot-match] @staticmethod def release(type: PySide6.QtOpenGL.QOpenGLBuffer.Type, /) -> None: ... # type: ignore[misc, overload-cannot-match] @typing.overload # type: ignore[misc, overload-cannot-match] def release(self, /) -> None: ... # type: ignore[misc, overload-cannot-match] def setUsagePattern(self, value: PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern, /) -> None: ... def size(self, /) -> int: ... def swap(self, other: PySide6.QtOpenGL.QOpenGLBuffer, /) -> None: ... def type(self, /) -> PySide6.QtOpenGL.QOpenGLBuffer.Type: ... def unmap(self, /) -> bool: ... def usagePattern(self, /) -> PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern: ... def write(self, offset: int, data: int, count: int, /) -> None: ... class QOpenGLDebugLogger(PySide6.QtCore.QObject): messageLogged : typing.ClassVar[Signal] = ... # messageLogged(QOpenGLDebugMessage) class LoggingMode(enum.Enum): AsynchronousLogging = 0x0 SynchronousLogging = 0x1 def __init__(self, /, parent: PySide6.QtCore.QObject | None = ..., *, loggingMode: PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode | None = ...) -> None: ... @typing.overload def disableMessages(self, /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ... @typing.overload def disableMessages(self, ids: collections.abc.Sequence[int], /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ... @typing.overload def enableMessages(self, /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ... @typing.overload def enableMessages(self, ids: collections.abc.Sequence[int], /, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ... def initialize(self, /) -> bool: ... def isLogging(self, /) -> bool: ... def logMessage(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ... def loggedMessages(self, /) -> typing.List[PySide6.QtOpenGL.QOpenGLDebugMessage]: ... def loggingMode(self, /) -> PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode: ... def maximumMessageLength(self, /) -> int: ... def popGroup(self, /) -> None: ... def pushGroup(self, name: str, /, id: int | None = ..., source: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ...) -> None: ... def startLogging(self, /, loggingMode: PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode = ...) -> None: ... def stopLogging(self, /) -> None: ... class QOpenGLDebugMessage(Shiboken.Object): class Severity(enum.Flag): AnySeverity = -1 InvalidSeverity = 0x0 HighSeverity = 0x1 MediumSeverity = 0x2 LowSeverity = 0x4 LastSeverity = 0x8 NotificationSeverity = 0x8 class Source(enum.Flag): AnySource = -1 InvalidSource = 0x0 APISource = 0x1 WindowSystemSource = 0x2 ShaderCompilerSource = 0x4 ThirdPartySource = 0x8 ApplicationSource = 0x10 LastSource = 0x20 OtherSource = 0x20 class Type(enum.Flag): AnyType = -1 InvalidType = 0x0 ErrorType = 0x1 DeprecatedBehaviorType = 0x2 UndefinedBehaviorType = 0x4 PortabilityType = 0x8 PerformanceType = 0x10 OtherType = 0x20 MarkerType = 0x40 GroupPushType = 0x80 GroupPopType = 0x100 LastType = 0x100 @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ... def __copy__(self, /) -> typing.Self: ... def __eq__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> bool: ... def __ne__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> bool: ... def __repr__(self, /) -> str: ... @staticmethod def createApplicationMessage(text: str, /, id: int | None = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ... @staticmethod def createThirdPartyMessage(text: str, /, id: int | None = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ... def id(self, /) -> int: ... def message(self, /) -> str: ... def severity(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Severity: ... def source(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Source: ... def swap(self, other: PySide6.QtOpenGL.QOpenGLDebugMessage, /) -> None: ... def type(self, /) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Type: ... class QOpenGLFramebufferObject(Shiboken.Object): class Attachment(enum.Enum): NoAttachment = 0x0 CombinedDepthStencil = 0x1 Depth = 0x2 class FramebufferRestorePolicy(enum.Enum): DontRestoreFramebufferBinding = 0x0 RestoreFramebufferBindingToDefault = 0x1 RestoreFrameBufferBinding = 0x2 @typing.overload def __init__(self, size: PySide6.QtCore.QSize, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /, target: int = ..., internalFormat: int | None = ...) -> None: ... @typing.overload def __init__(self, size: PySide6.QtCore.QSize, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ... @typing.overload def __init__(self, size: PySide6.QtCore.QSize, /, target: int = ...) -> None: ... @typing.overload def __init__(self, width: int, height: int, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /, target: int = ..., internalFormat: int | None = ...) -> None: ... @typing.overload def __init__(self, width: int, height: int, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ... @typing.overload def __init__(self, width: int, height: int, /, target: int = ...) -> None: ... @typing.overload def addColorAttachment(self, size: PySide6.QtCore.QSize, /, internalFormat: int | None = ...) -> None: ... @typing.overload def addColorAttachment(self, width: int, height: int, /, internalFormat: int | None = ...) -> None: ... def attachment(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ... def bind(self, /) -> bool: ... @staticmethod def bindDefault() -> bool: ... @typing.overload @staticmethod def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, /, buffers: int = ..., filter: int = ...) -> None: ... @typing.overload @staticmethod def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, /, buffers: int = ..., filter: int = ...) -> None: ... @typing.overload @staticmethod def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int, /) -> None: ... @typing.overload @staticmethod def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int, restorePolicy: PySide6.QtOpenGL.QOpenGLFramebufferObject.FramebufferRestorePolicy, /) -> None: ... def format(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat: ... def handle(self, /) -> int: ... @staticmethod def hasOpenGLFramebufferBlit() -> bool: ... @staticmethod def hasOpenGLFramebufferObjects() -> bool: ... def height(self, /) -> int: ... def isBound(self, /) -> bool: ... def isValid(self, /) -> bool: ... def release(self, /) -> bool: ... def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /) -> None: ... def size(self, /) -> PySide6.QtCore.QSize: ... def sizes(self, /) -> typing.List[PySide6.QtCore.QSize]: ... @typing.overload def takeTexture(self, /) -> int: ... @typing.overload def takeTexture(self, colorAttachmentIndex: int, /) -> int: ... def texture(self, /) -> int: ... def textures(self, /) -> typing.List[int]: ... @typing.overload def toImage(self, /, flipped: bool = ...) -> PySide6.QtGui.QImage: ... @typing.overload def toImage(self, flipped: bool, colorAttachmentIndex: int, /) -> PySide6.QtGui.QImage: ... def width(self, /) -> int: ... class QOpenGLFramebufferObjectFormat(Shiboken.Object): @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> None: ... def __copy__(self, /) -> typing.Self: ... def __eq__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> bool: ... def __ne__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat, /) -> bool: ... def attachment(self, /) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ... def internalTextureFormat(self, /) -> int: ... def mipmap(self, /) -> bool: ... def samples(self, /) -> int: ... def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, /) -> None: ... def setInternalTextureFormat(self, internalTextureFormat: int, /) -> None: ... def setMipmap(self, enabled: bool, /) -> None: ... def setSamples(self, samples: int, /) -> None: ... def setTextureTarget(self, target: int, /) -> None: ... def textureTarget(self, /) -> int: ... class QOpenGLFunctions_1_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glInitNames(self, /) -> None: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_1_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_1_2(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_1_3(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_1_4(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_1_5(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_2_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_2_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_0(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_1(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_2_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_2_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_3_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_3_3_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_0_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_0_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_1_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_1_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_2_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_2_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_3_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_3_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, mode: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, mode: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, index: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_4_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ... def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ... def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, buf: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopDebugGroup(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, src: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_4_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ... def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ... def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, buf: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glHint(self, target: int, mode: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopDebugGroup(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, src: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_5_Compatibility(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glAccum(self, op: int, value: float, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAlphaFunc(self, func: int, ref: float, /) -> None: ... def glArrayElement(self, i: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBegin(self, mode: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTextureUnit(self, unit: int, texture: int, /) -> None: ... def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCallList(self, list: int, /) -> None: ... def glCallLists(self, n: int, type: int, lists: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearAccum(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearIndex(self, c: float, /) -> None: ... def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int, /) -> None: ... def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ... def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int, /) -> None: ... def glClientActiveTexture(self, texture: int, /) -> None: ... def glClipControl(self, origin: int, depth: int, /) -> None: ... def glClipPlane(self, plane: int, equation: collections.abc.Sequence[float], /) -> None: ... def glColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4b(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4d(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4f(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glColor4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glColor4i(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4s(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4ub(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glColor4ui(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColor4us(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColor4usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glColorMaterial(self, face: int, mode: int, /) -> None: ... def glColorP3ui(self, type: int, color: int, /) -> None: ... def glColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorP4ui(self, type: int, color: int, /) -> None: ... def glColorP4uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int, /) -> None: ... def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int, /) -> None: ... def glColorTableParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glColorTableParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int, /) -> None: ... def glConvolutionParameterf(self, target: int, pname: int, params: float, /) -> None: ... def glConvolutionParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glConvolutionParameteri(self, target: int, pname: int, params: int, /) -> None: ... def glConvolutionParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int, /) -> None: ... def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int, /) -> None: ... def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ... def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteLists(self, list: int, range: int, /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableClientState(self, array: int, /) -> None: ... def glDisableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, buf: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEdgeFlag(self, flag: int, /) -> None: ... def glEdgeFlagPointer(self, stride: int, pointer: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableClientState(self, array: int, /) -> None: ... def glEnableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEnd(self, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndList(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glEvalCoord1d(self, u: float, /) -> None: ... def glEvalCoord1dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord1f(self, u: float, /) -> None: ... def glEvalCoord1fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2d(self, u: float, v: float, /) -> None: ... def glEvalCoord2dv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalCoord2f(self, u: float, v: float, /) -> None: ... def glEvalCoord2fv(self, u: collections.abc.Sequence[float], /) -> None: ... def glEvalMesh1(self, mode: int, i1: int, i2: int, /) -> None: ... def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int, /) -> None: ... def glEvalPoint1(self, i: int, /) -> None: ... def glEvalPoint2(self, i: int, j: int, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFogCoordPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glFogCoordd(self, coord: float, /) -> None: ... def glFogCoorddv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogCoordf(self, coord: float, /) -> None: ... def glFogCoordfv(self, coord: collections.abc.Sequence[float], /) -> None: ... def glFogf(self, pname: int, param: float, /) -> None: ... def glFogfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glFogi(self, pname: int, param: int, /) -> None: ... def glFogiv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glGenLists(self, range: int, /) -> int: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGenerateTextureMipmap(self, texture: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetColorTable(self, target: int, format: int, type: int, table: int, /) -> None: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int, /) -> None: ... def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int, /) -> None: ... def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetGraphicsResetStatus(self, /) -> int: ... def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int, /) -> None: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int, /) -> None: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetnColorTable(self, target: int, format: int, type: int, bufSize: int, table: int, /) -> None: ... def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int, /) -> None: ... def glGetnConvolutionFilter(self, target: int, format: int, type: int, bufSize: int, image: int, /) -> None: ... def glGetnHistogram(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int, /) -> None: ... def glGetnMinmax(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int, /) -> None: ... def glGetnSeparableFilter(self, target: int, format: int, type: int, rowBufSize: int, row: int, columnBufSize: int, column: int, span: int, /) -> None: ... def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glHistogram(self, target: int, width: int, internalformat: int, sink: int, /) -> None: ... def glIndexMask(self, mask: int, /) -> None: ... def glIndexPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glIndexd(self, c: float, /) -> None: ... def glIndexdv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexf(self, c: float, /) -> None: ... def glIndexfv(self, c: collections.abc.Sequence[float], /) -> None: ... def glIndexi(self, c: int, /) -> None: ... def glIndexiv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexs(self, c: int, /) -> None: ... def glIndexsv(self, c: collections.abc.Sequence[int], /) -> None: ... def glIndexub(self, c: int, /) -> None: ... def glIndexubv(self, c: bytes | bytearray | memoryview, /) -> None: ... def glInitNames(self, /) -> None: ... def glInterleavedArrays(self, format: int, stride: int, pointer: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsList(self, list: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLightModelf(self, pname: int, param: float, /) -> None: ... def glLightModelfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLightModeli(self, pname: int, param: int, /) -> None: ... def glLightModeliv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLightf(self, light: int, pname: int, param: float, /) -> None: ... def glLightfv(self, light: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glLighti(self, light: int, pname: int, param: int, /) -> None: ... def glLightiv(self, light: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glLineStipple(self, factor: int, pattern: int, /) -> None: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glListBase(self, base: int, /) -> None: ... def glLoadIdentity(self, /) -> None: ... def glLoadMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadName(self, name: int, /) -> None: ... def glLoadTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glLoadTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: collections.abc.Sequence[float], /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapGrid1d(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid1f(self, un: int, u1: float, u2: float, /) -> None: ... def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float, /) -> None: ... def glMapNamedBuffer(self, buffer: int, access: int, /) -> int: ... def glMaterialf(self, face: int, pname: int, param: float, /) -> None: ... def glMaterialfv(self, face: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glMateriali(self, face: int, pname: int, param: int, /) -> None: ... def glMaterialiv(self, face: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glMatrixMode(self, mode: int, /) -> None: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMemoryBarrierByRegion(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMinmax(self, target: int, internalformat: int, sink: int, /) -> None: ... def glMultMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixd(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultTransposeMatrixf(self, m: collections.abc.Sequence[float], /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glMultiTexCoord1d(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1f(self, target: int, s: float, /) -> None: ... def glMultiTexCoord1fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord1i(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord1s(self, target: int, s: int, /) -> None: ... def glMultiTexCoord1sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2d(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2f(self, target: int, s: float, t: float, /) -> None: ... def glMultiTexCoord2fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord2i(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord2s(self, target: int, s: int, t: int, /) -> None: ... def glMultiTexCoord2sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float, /) -> None: ... def glMultiTexCoord3fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int, /) -> None: ... def glMultiTexCoord3sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4dv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float, /) -> None: ... def glMultiTexCoord4fv(self, target: int, v: collections.abc.Sequence[float], /) -> None: ... def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4iv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int, /) -> None: ... def glMultiTexCoord4sv(self, target: int, v: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int, /) -> None: ... def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int, /) -> None: ... def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int, /) -> None: ... def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int, /) -> None: ... def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int, /) -> None: ... def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int, /) -> None: ... def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glNewList(self, list: int, mode: int, /) -> None: ... def glNormal3b(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glNormal3d(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3f(self, nx: float, ny: float, nz: float, /) -> None: ... def glNormal3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glNormal3i(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormal3s(self, nx: int, ny: int, nz: int, /) -> None: ... def glNormal3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glNormalP3ui(self, type: int, coords: int, /) -> None: ... def glNormalP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glNormalPointer(self, type: int, stride: int, pointer: int, /) -> None: ... def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float, /) -> None: ... def glPassThrough(self, token: float, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelMapfv(self, map: int, mapsize: int, values: collections.abc.Sequence[float], /) -> None: ... def glPixelMapuiv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelMapusv(self, map: int, mapsize: int, values: collections.abc.Sequence[int], /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPixelTransferf(self, pname: int, param: float, /) -> None: ... def glPixelTransferi(self, pname: int, param: int, /) -> None: ... def glPixelZoom(self, xfactor: float, yfactor: float, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopAttrib(self, /) -> None: ... def glPopClientAttrib(self, /) -> None: ... def glPopDebugGroup(self, /) -> None: ... def glPopMatrix(self, /) -> None: ... def glPopName(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glPrioritizeTextures(self, n: int, textures: collections.abc.Sequence[int], priorities: collections.abc.Sequence[float], /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushAttrib(self, mask: int, /) -> None: ... def glPushClientAttrib(self, mask: int, /) -> None: ... def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ... def glPushMatrix(self, /) -> None: ... def glPushName(self, name: int, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glRasterPos2d(self, x: float, y: float, /) -> None: ... def glRasterPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2f(self, x: float, y: float, /) -> None: ... def glRasterPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos2i(self, x: int, y: int, /) -> None: ... def glRasterPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos2s(self, x: int, y: int, /) -> None: ... def glRasterPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3d(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3f(self, x: float, y: float, z: float, /) -> None: ... def glRasterPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos3i(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos3s(self, x: int, y: int, z: int, /) -> None: ... def glRasterPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glRasterPos4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glRasterPos4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glRasterPos4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glRasterPos4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glReadBuffer(self, src: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int, /) -> None: ... def glRectd(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectdv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRectf(self, x1: float, y1: float, x2: float, y2: float, /) -> None: ... def glRectfv(self, v1: collections.abc.Sequence[float], v2: collections.abc.Sequence[float], /) -> None: ... def glRecti(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectiv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glRects(self, x1: int, y1: int, x2: int, y2: int, /) -> None: ... def glRectsv(self, v1: collections.abc.Sequence[int], v2: collections.abc.Sequence[int], /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderMode(self, mode: int, /) -> int: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResetHistogram(self, target: int, /) -> None: ... def glResetMinmax(self, target: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glRotated(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glRotatef(self, angle: float, x: float, y: float, z: float, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScaled(self, x: float, y: float, z: float, /) -> None: ... def glScalef(self, x: float, y: float, z: float, /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3b(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3bv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3d(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3f(self, red: float, green: float, blue: float, /) -> None: ... def glSecondaryColor3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glSecondaryColor3i(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3s(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3ub(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3ubv(self, v: bytes | bytearray | memoryview, /) -> None: ... def glSecondaryColor3ui(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3uiv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColor3us(self, red: int, green: int, blue: int, /) -> None: ... def glSecondaryColor3usv(self, v: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorP3ui(self, type: int, color: int, /) -> None: ... def glSecondaryColorP3uiv(self, type: int, color: collections.abc.Sequence[int], /) -> None: ... def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int, /) -> None: ... def glShadeModel(self, mode: int, /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexCoord1d(self, s: float, /) -> None: ... def glTexCoord1dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1f(self, s: float, /) -> None: ... def glTexCoord1fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord1i(self, s: int, /) -> None: ... def glTexCoord1iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord1s(self, s: int, /) -> None: ... def glTexCoord1sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2d(self, s: float, t: float, /) -> None: ... def glTexCoord2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2f(self, s: float, t: float, /) -> None: ... def glTexCoord2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord2i(self, s: int, t: int, /) -> None: ... def glTexCoord2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord2s(self, s: int, t: int, /) -> None: ... def glTexCoord2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3d(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3f(self, s: float, t: float, r: float, /) -> None: ... def glTexCoord3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord3i(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord3s(self, s: int, t: int, r: int, /) -> None: ... def glTexCoord3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4d(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4f(self, s: float, t: float, r: float, q: float, /) -> None: ... def glTexCoord4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glTexCoord4i(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoord4s(self, s: int, t: int, r: int, q: int, /) -> None: ... def glTexCoord4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP1ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP1uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP2ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP2uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP3ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP3uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordP4ui(self, type: int, coords: int, /) -> None: ... def glTexCoordP4uiv(self, type: int, coords: collections.abc.Sequence[int], /) -> None: ... def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glTexEnvf(self, target: int, pname: int, param: float, /) -> None: ... def glTexEnvfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexEnvi(self, target: int, pname: int, param: int, /) -> None: ... def glTexEnviv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexGend(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGendv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGenf(self, coord: int, pname: int, param: float, /) -> None: ... def glTexGenfv(self, coord: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexGeni(self, coord: int, pname: int, param: int, /) -> None: ... def glTexGeniv(self, coord: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureBarrier(self, /) -> None: ... def glTextureBuffer(self, texture: int, internalformat: int, buffer: int, /) -> None: ... def glTextureParameterIiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTextureParameterIuiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTextureParameterf(self, texture: int, pname: int, param: float, /) -> None: ... def glTextureParameterfv(self, texture: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glTextureParameteri(self, texture: int, pname: int, param: int, /) -> None: ... def glTextureParameteriv(self, texture: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int, /) -> None: ... def glTranslated(self, x: float, y: float, z: float, /) -> None: ... def glTranslatef(self, x: float, y: float, z: float, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUnmapNamedBuffer(self, buffer: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertex2d(self, x: float, y: float, /) -> None: ... def glVertex2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2f(self, x: float, y: float, /) -> None: ... def glVertex2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex2i(self, x: int, y: int, /) -> None: ... def glVertex2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex2s(self, x: int, y: int, /) -> None: ... def glVertex2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3d(self, x: float, y: float, z: float, /) -> None: ... def glVertex3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3f(self, x: float, y: float, z: float, /) -> None: ... def glVertex3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex3i(self, x: int, y: int, z: int, /) -> None: ... def glVertex3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex3s(self, x: int, y: int, z: int, /) -> None: ... def glVertex3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4d(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4f(self, x: float, y: float, z: float, w: float, /) -> None: ... def glVertex4fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glVertex4i(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertex4s(self, x: int, y: int, z: int, w: int, /) -> None: ... def glVertex4sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int, /) -> None: ... def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int, /) -> None: ... def glVertexArrayElementBuffer(self, vaobj: int, buffer: int, /) -> None: ... def glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glVertexP2ui(self, type: int, value: int, /) -> None: ... def glVertexP2uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP3ui(self, type: int, value: int, /) -> None: ... def glVertexP3uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexP4ui(self, type: int, value: int, /) -> None: ... def glVertexP4uiv(self, type: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexPointer(self, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2d(self, x: float, y: float, /) -> None: ... def glWindowPos2dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2f(self, x: float, y: float, /) -> None: ... def glWindowPos2fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos2i(self, x: int, y: int, /) -> None: ... def glWindowPos2iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos2s(self, x: int, y: int, /) -> None: ... def glWindowPos2sv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3d(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3dv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3f(self, x: float, y: float, z: float, /) -> None: ... def glWindowPos3fv(self, v: collections.abc.Sequence[float], /) -> None: ... def glWindowPos3i(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3iv(self, v: collections.abc.Sequence[int], /) -> None: ... def glWindowPos3s(self, x: int, y: int, z: int, /) -> None: ... def glWindowPos3sv(self, v: collections.abc.Sequence[int], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLFunctions_4_5_Core(PySide6.QtOpenGL.QAbstractOpenGLFunctions): def __init__(self, /) -> None: ... def glActiveShaderProgram(self, pipeline: int, program: int, /) -> None: ... def glActiveTexture(self, texture: int, /) -> None: ... def glAttachShader(self, program: int, shader: int, /) -> None: ... def glBeginConditionalRender(self, id: int, mode: int, /) -> None: ... def glBeginQuery(self, target: int, id: int, /) -> None: ... def glBeginQueryIndexed(self, target: int, index: int, id: int, /) -> None: ... def glBeginTransformFeedback(self, primitiveMode: int, /) -> None: ... def glBindAttribLocation(self, program: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindBuffer(self, target: int, buffer: int, /) -> None: ... def glBindBufferBase(self, target: int, index: int, buffer: int, /) -> None: ... def glBindBuffersBase(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glBindBuffersRange(self, target: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], sizes: collections.abc.Sequence[int], /) -> None: ... def glBindFragDataLocation(self, program: int, color: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes | bytearray | memoryview, /) -> None: ... def glBindFramebuffer(self, target: int, framebuffer: int, /) -> None: ... def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int, /) -> None: ... def glBindImageTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindProgramPipeline(self, pipeline: int, /) -> None: ... def glBindRenderbuffer(self, target: int, renderbuffer: int, /) -> None: ... def glBindSampler(self, unit: int, sampler: int, /) -> None: ... def glBindSamplers(self, first: int, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glBindTexture(self, target: int, texture: int, /) -> None: ... def glBindTextureUnit(self, unit: int, texture: int, /) -> None: ... def glBindTextures(self, first: int, count: int, textures: collections.abc.Sequence[int], /) -> None: ... def glBindTransformFeedback(self, target: int, id: int, /) -> None: ... def glBindVertexArray(self, array: int, /) -> None: ... def glBindVertexBuffers(self, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glBlendColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glBlendEquation(self, mode: int, /) -> None: ... def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int, /) -> None: ... def glBlendEquationi(self, buf: int, mode: int, /) -> None: ... def glBlendFunc(self, sfactor: int, dfactor: int, /) -> None: ... def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int, /) -> None: ... def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int, /) -> None: ... def glBlendFunci(self, buf: int, src: int, dst: int, /) -> None: ... def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int, /) -> None: ... def glCheckFramebufferStatus(self, target: int, /) -> int: ... def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int, /) -> int: ... def glClampColor(self, target: int, clamp: int, /) -> None: ... def glClear(self, mask: int, /) -> None: ... def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int, /) -> None: ... def glClearBufferfv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearBufferiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearColor(self, red: float, green: float, blue: float, alpha: float, /) -> None: ... def glClearDepth(self, depth: float, /) -> None: ... def glClearDepthf(self, dd: float, /) -> None: ... def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int, /) -> None: ... def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int, /) -> None: ... def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[float], /) -> None: ... def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: collections.abc.Sequence[int], /) -> None: ... def glClearStencil(self, s: int, /) -> None: ... def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int, /) -> None: ... def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int, /) -> None: ... def glClipControl(self, origin: int, depth: int, /) -> None: ... def glColorMask(self, red: int, green: int, blue: int, alpha: int, /) -> None: ... def glColorMaski(self, index: int, r: int, g: int, b: int, a: int, /) -> None: ... def glCompileShader(self, shader: int, /) -> None: ... def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int, /) -> None: ... def glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int, /) -> None: ... def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int, /) -> None: ... def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int, /) -> None: ... def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int, /) -> None: ... def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int, /) -> None: ... def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int, /) -> None: ... def glCreateProgram(self, /) -> int: ... def glCreateShader(self, type: int, /) -> int: ... def glCullFace(self, mode: int, /) -> None: ... def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: collections.abc.Sequence[int], enabled: int, /) -> None: ... def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes | bytearray | memoryview, /) -> None: ... def glDeleteBuffers(self, n: int, buffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteFramebuffers(self, n: int, framebuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteProgram(self, program: int, /) -> None: ... def glDeleteProgramPipelines(self, n: int, pipelines: collections.abc.Sequence[int], /) -> None: ... def glDeleteQueries(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteRenderbuffers(self, n: int, renderbuffers: collections.abc.Sequence[int], /) -> None: ... def glDeleteSamplers(self, count: int, samplers: collections.abc.Sequence[int], /) -> None: ... def glDeleteShader(self, shader: int, /) -> None: ... def glDeleteTextures(self, n: int, textures: collections.abc.Sequence[int], /) -> None: ... def glDeleteTransformFeedbacks(self, n: int, ids: collections.abc.Sequence[int], /) -> None: ... def glDeleteVertexArrays(self, n: int, arrays: collections.abc.Sequence[int], /) -> None: ... def glDepthFunc(self, func: int, /) -> None: ... def glDepthMask(self, flag: int, /) -> None: ... def glDepthRange(self, nearVal: float, farVal: float, /) -> None: ... def glDepthRangeArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glDepthRangeIndexed(self, index: int, n: float, f: float, /) -> None: ... def glDepthRangef(self, n: float, f: float, /) -> None: ... def glDetachShader(self, program: int, shader: int, /) -> None: ... def glDisable(self, cap: int, /) -> None: ... def glDisableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ... def glDisableVertexAttribArray(self, index: int, /) -> None: ... def glDisablei(self, target: int, index: int, /) -> None: ... def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int, /) -> None: ... def glDrawArrays(self, mode: int, first: int, count: int, /) -> None: ... def glDrawArraysIndirect(self, mode: int, indirect: int, /) -> None: ... def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int, /) -> None: ... def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawBuffer(self, buf: int, /) -> None: ... def glDrawBuffers(self, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glDrawElements(self, mode: int, count: int, type: int, indices: int, /) -> None: ... def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawElementsIndirect(self, mode: int, type: int, indirect: int, /) -> None: ... def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int, /) -> None: ... def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int, /) -> None: ... def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, /) -> None: ... def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int, /) -> None: ... def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int, /) -> None: ... def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int, /) -> None: ... def glDrawTransformFeedback(self, mode: int, id: int, /) -> None: ... def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int, /) -> None: ... def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int, /) -> None: ... def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int, /) -> None: ... def glEnable(self, cap: int, /) -> None: ... def glEnableVertexArrayAttrib(self, vaobj: int, index: int, /) -> None: ... def glEnableVertexAttribArray(self, index: int, /) -> None: ... def glEnablei(self, target: int, index: int, /) -> None: ... def glEndConditionalRender(self, /) -> None: ... def glEndQuery(self, target: int, /) -> None: ... def glEndQueryIndexed(self, target: int, index: int, /) -> None: ... def glEndTransformFeedback(self, /) -> None: ... def glFinish(self, /) -> None: ... def glFlush(self, /) -> None: ... def glFramebufferParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int, /) -> None: ... def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int, /) -> None: ... def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glFrontFace(self, mode: int, /) -> None: ... def glGenerateMipmap(self, target: int, /) -> None: ... def glGenerateTextureMipmap(self, texture: int, /) -> None: ... def glGetAttribLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetBooleani_v(self, target: int, index: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetBooleanv(self, pname: int, /) -> typing.Union[bool, typing.List[typing.Any]]: ... def glGetCompressedTexImage(self, target: int, level: int, img: int, /) -> None: ... def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int, /) -> None: ... def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int, /) -> None: ... def glGetDoublei_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetDoublev(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetError(self, /) -> int: ... def glGetFloati_v(self, target: int, index: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFloatv(self, pname: int, /) -> typing.Union[float, typing.List[typing.Any]]: ... def glGetFragDataIndex(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetFragDataLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetGraphicsResetStatus(self, /) -> int: ... def glGetIntegeri_v(self, target: int, index: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetIntegerv(self, pname: int, /) -> typing.Union[int, typing.List[typing.Any]]: ... def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetString(self, name: int, /) -> str: ... def glGetStringi(self, name: int, index: int, /) -> str: ... def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int, /) -> None: ... def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes | bytearray | memoryview, /) -> int: ... def glGetUniformLocation(self, program: int, name: bytes | bytearray | memoryview, /) -> int: ... def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int, /) -> None: ... def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int, /) -> None: ... def glHint(self, target: int, mode: int, /) -> None: ... def glInvalidateBufferData(self, buffer: int, /) -> None: ... def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], /) -> None: ... def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: collections.abc.Sequence[int], x: int, y: int, width: int, height: int, /) -> None: ... def glInvalidateTexImage(self, texture: int, level: int, /) -> None: ... def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, /) -> None: ... def glIsBuffer(self, buffer: int, /) -> int: ... def glIsEnabled(self, cap: int, /) -> int: ... def glIsEnabledi(self, target: int, index: int, /) -> int: ... def glIsFramebuffer(self, framebuffer: int, /) -> int: ... def glIsProgram(self, program: int, /) -> int: ... def glIsProgramPipeline(self, pipeline: int, /) -> int: ... def glIsQuery(self, id: int, /) -> int: ... def glIsRenderbuffer(self, renderbuffer: int, /) -> int: ... def glIsSampler(self, sampler: int, /) -> int: ... def glIsShader(self, shader: int, /) -> int: ... def glIsTexture(self, texture: int, /) -> int: ... def glIsTransformFeedback(self, id: int, /) -> int: ... def glIsVertexArray(self, array: int, /) -> int: ... def glLineWidth(self, width: float, /) -> None: ... def glLinkProgram(self, program: int, /) -> None: ... def glLogicOp(self, opcode: int, /) -> None: ... def glMapBuffer(self, target: int, access: int, /) -> int: ... def glMapNamedBuffer(self, buffer: int, access: int, /) -> int: ... def glMemoryBarrier(self, barriers: int, /) -> None: ... def glMemoryBarrierByRegion(self, barriers: int, /) -> None: ... def glMinSampleShading(self, value: float, /) -> None: ... def glMultiDrawArrays(self, mode: int, first: collections.abc.Sequence[int], count: collections.abc.Sequence[int], drawcount: int, /) -> None: ... def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int, /) -> None: ... def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int, /) -> None: ... def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: collections.abc.Sequence[int], /) -> None: ... def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int, /) -> None: ... def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int, /) -> None: ... def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int, /) -> None: ... def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int, /) -> None: ... def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int, /) -> None: ... def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int, /) -> None: ... def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glObjectPtrLabel(self, ptr: int, length: int, label: bytes | bytearray | memoryview, /) -> None: ... def glPatchParameterfv(self, pname: int, values: collections.abc.Sequence[float], /) -> None: ... def glPatchParameteri(self, pname: int, value: int, /) -> None: ... def glPauseTransformFeedback(self, /) -> None: ... def glPixelStoref(self, pname: int, param: float, /) -> None: ... def glPixelStorei(self, pname: int, param: int, /) -> None: ... def glPointParameterf(self, pname: int, param: float, /) -> None: ... def glPointParameterfv(self, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glPointParameteri(self, pname: int, param: int, /) -> None: ... def glPointParameteriv(self, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glPointSize(self, size: float, /) -> None: ... def glPolygonMode(self, face: int, mode: int, /) -> None: ... def glPolygonOffset(self, factor: float, units: float, /) -> None: ... def glPopDebugGroup(self, /) -> None: ... def glPrimitiveRestartIndex(self, index: int, /) -> None: ... def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int, /) -> None: ... def glProgramParameteri(self, program: int, pname: int, value: int, /) -> None: ... def glProgramUniform1d(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1f(self, program: int, location: int, v0: float, /) -> None: ... def glProgramUniform1fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform1i(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform1ui(self, program: int, location: int, v0: int, /) -> None: ... def glProgramUniform1uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float, /) -> None: ... def glProgramUniform2fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int, /) -> None: ... def glProgramUniform2uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glProgramUniform3fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glProgramUniform3uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4dv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glProgramUniform4fv(self, program: int, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4iv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glProgramUniform4uiv(self, program: int, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glProvokingVertex(self, mode: int, /) -> None: ... def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes | bytearray | memoryview, /) -> None: ... def glQueryCounter(self, id: int, target: int, /) -> None: ... def glReadBuffer(self, src: int, /) -> None: ... def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int, /) -> None: ... def glReleaseShaderCompiler(self, /) -> None: ... def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int, /) -> None: ... def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, /) -> None: ... def glResumeTransformFeedback(self, /) -> None: ... def glSampleCoverage(self, value: float, invert: int, /) -> None: ... def glSampleMaski(self, maskNumber: int, mask: int, /) -> None: ... def glSamplerParameterIiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterIuiv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glSamplerParameterf(self, sampler: int, pname: int, param: float, /) -> None: ... def glSamplerParameterfv(self, sampler: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glSamplerParameteri(self, sampler: int, pname: int, param: int, /) -> None: ... def glSamplerParameteriv(self, sampler: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glScissor(self, x: int, y: int, width: int, height: int, /) -> None: ... def glScissorArrayv(self, first: int, count: int, v: collections.abc.Sequence[int], /) -> None: ... def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int, /) -> None: ... def glScissorIndexedv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glShaderBinary(self, count: int, shaders: collections.abc.Sequence[int], binaryformat: int, binary: int, length: int, /) -> None: ... def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int, /) -> None: ... def glStencilFunc(self, func: int, ref: int, mask: int, /) -> None: ... def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int, /) -> None: ... def glStencilMask(self, mask: int, /) -> None: ... def glStencilMaskSeparate(self, face: int, mask: int, /) -> None: ... def glStencilOp(self, fail: int, zfail: int, zpass: int, /) -> None: ... def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int, /) -> None: ... def glTexBuffer(self, target: int, internalformat: int, buffer: int, /) -> None: ... def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int, /) -> None: ... def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexParameterIiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterIuiv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexParameterf(self, target: int, pname: int, param: float, /) -> None: ... def glTexParameterfv(self, target: int, pname: int, params: collections.abc.Sequence[float], /) -> None: ... def glTexParameteri(self, target: int, pname: int, param: int, /) -> None: ... def glTexParameteriv(self, target: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureBarrier(self, /) -> None: ... def glTextureBuffer(self, texture: int, internalformat: int, buffer: int, /) -> None: ... def glTextureParameterIiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTextureParameterIuiv(self, texture: int, pname: int, params: collections.abc.Sequence[int], /) -> None: ... def glTextureParameterf(self, texture: int, pname: int, param: float, /) -> None: ... def glTextureParameterfv(self, texture: int, pname: int, param: collections.abc.Sequence[float], /) -> None: ... def glTextureParameteri(self, texture: int, pname: int, param: int, /) -> None: ... def glTextureParameteriv(self, texture: int, pname: int, param: collections.abc.Sequence[int], /) -> None: ... def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int, /) -> None: ... def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int, /) -> None: ... def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int, /) -> None: ... def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int, /) -> None: ... def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int, /) -> None: ... def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int, /) -> None: ... def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int, /) -> None: ... def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int, /) -> None: ... def glUniform1d(self, location: int, x: float, /) -> None: ... def glUniform1dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1f(self, location: int, v0: float, /) -> None: ... def glUniform1fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform1i(self, location: int, v0: int, /) -> None: ... def glUniform1iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform1ui(self, location: int, v0: int, /) -> None: ... def glUniform1uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2d(self, location: int, x: float, y: float, /) -> None: ... def glUniform2dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2f(self, location: int, v0: float, v1: float, /) -> None: ... def glUniform2fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform2i(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform2ui(self, location: int, v0: int, v1: int, /) -> None: ... def glUniform2uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3d(self, location: int, x: float, y: float, z: float, /) -> None: ... def glUniform3dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3f(self, location: int, v0: float, v1: float, v2: float, /) -> None: ... def glUniform3fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform3i(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform3ui(self, location: int, v0: int, v1: int, v2: int, /) -> None: ... def glUniform3uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4d(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... def glUniform4dv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float, /) -> None: ... def glUniform4fv(self, location: int, count: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4iv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int, /) -> None: ... def glUniform4uiv(self, location: int, count: int, value: collections.abc.Sequence[int], /) -> None: ... def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int, /) -> None: ... def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: collections.abc.Sequence[float], /) -> None: ... def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: collections.abc.Sequence[int], /) -> None: ... def glUnmapBuffer(self, target: int, /) -> int: ... def glUnmapNamedBuffer(self, buffer: int, /) -> int: ... def glUseProgram(self, program: int, /) -> None: ... def glUseProgramStages(self, pipeline: int, stages: int, program: int, /) -> None: ... def glValidateProgram(self, program: int, /) -> None: ... def glValidateProgramPipeline(self, pipeline: int, /) -> None: ... def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int, /) -> None: ... def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int, /) -> None: ... def glVertexArrayElementBuffer(self, vaobj: int, buffer: int, /) -> None: ... def glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: collections.abc.Sequence[int], offsets: collections.abc.Sequence[int], strides: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib1d(self, index: int, x: float, /) -> None: ... def glVertexAttrib1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1f(self, index: int, x: float, /) -> None: ... def glVertexAttrib1fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib1s(self, index: int, x: int, /) -> None: ... def glVertexAttrib1sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2f(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttrib2fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib2s(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttrib2sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3f(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttrib3fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib3s(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttrib3sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nbv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Niv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nsv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4Nubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4Nuiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4Nusv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttrib4fv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttrib4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttrib4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttrib4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttrib4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribBinding(self, attribindex: int, bindingindex: int, /) -> None: ... def glVertexAttribDivisor(self, index: int, divisor: int, /) -> None: ... def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int, /) -> None: ... def glVertexAttribI1i(self, index: int, x: int, /) -> None: ... def glVertexAttribI1iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI1ui(self, index: int, x: int, /) -> None: ... def glVertexAttribI1uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2i(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI2ui(self, index: int, x: int, y: int, /) -> None: ... def glVertexAttribI2uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3i(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int, /) -> None: ... def glVertexAttribI3uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4bv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4iv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4sv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4ubv(self, index: int, v: bytes | bytearray | memoryview, /) -> None: ... def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int, /) -> None: ... def glVertexAttribI4uiv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribI4usv(self, index: int, v: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribL1d(self, index: int, x: float, /) -> None: ... def glVertexAttribL1dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL2d(self, index: int, x: float, y: float, /) -> None: ... def glVertexAttribL2dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL3d(self, index: int, x: float, y: float, z: float, /) -> None: ... def glVertexAttribL3dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float, /) -> None: ... def glVertexAttribL4dv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int, /) -> None: ... def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int, /) -> None: ... def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int, /) -> None: ... def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: collections.abc.Sequence[int], /) -> None: ... def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int, /) -> None: ... def glVertexBindingDivisor(self, bindingindex: int, divisor: int, /) -> None: ... def glViewport(self, x: int, y: int, width: int, height: int, /) -> None: ... def glViewportArrayv(self, first: int, count: int, v: collections.abc.Sequence[float], /) -> None: ... def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float, /) -> None: ... def glViewportIndexedfv(self, index: int, v: collections.abc.Sequence[float], /) -> None: ... def initializeOpenGLFunctions(self, /) -> bool: ... class QOpenGLPaintDevice(PySide6.QtGui.QPaintDevice): @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, size: PySide6.QtCore.QSize, /) -> None: ... @typing.overload def __init__(self, width: int, height: int, /) -> None: ... def context(self, /) -> PySide6.QtGui.QOpenGLContext: ... def devType(self, /) -> int: ... def dotsPerMeterX(self, /) -> float: ... def dotsPerMeterY(self, /) -> float: ... def ensureActiveTarget(self, /) -> None: ... def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric, /) -> int: ... def paintEngine(self, /) -> PySide6.QtGui.QPaintEngine: ... def paintFlipped(self, /) -> bool: ... def setDevicePixelRatio(self, devicePixelRatio: float, /) -> None: ... def setDotsPerMeterX(self, arg__1: float, /) -> None: ... def setDotsPerMeterY(self, arg__1: float, /) -> None: ... def setPaintFlipped(self, flipped: bool, /) -> None: ... def setSize(self, size: PySide6.QtCore.QSize, /) -> None: ... def size(self, /) -> PySide6.QtCore.QSize: ... class QOpenGLPixelTransferOptions(Shiboken.Object): @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, arg__1: PySide6.QtOpenGL.QOpenGLPixelTransferOptions, /) -> None: ... def __copy__(self, /) -> typing.Self: ... def alignment(self, /) -> int: ... def imageHeight(self, /) -> int: ... def isLeastSignificantBitFirst(self, /) -> bool: ... def isSwapBytesEnabled(self, /) -> bool: ... def rowLength(self, /) -> int: ... def setAlignment(self, alignment: int, /) -> None: ... def setImageHeight(self, imageHeight: int, /) -> None: ... def setLeastSignificantByteFirst(self, lsbFirst: bool, /) -> None: ... def setRowLength(self, rowLength: int, /) -> None: ... def setSkipImages(self, skipImages: int, /) -> None: ... def setSkipPixels(self, skipPixels: int, /) -> None: ... def setSkipRows(self, skipRows: int, /) -> None: ... def setSwapBytesEnabled(self, swapBytes: bool, /) -> None: ... def skipImages(self, /) -> int: ... def skipPixels(self, /) -> int: ... def skipRows(self, /) -> int: ... def swap(self, other: PySide6.QtOpenGL.QOpenGLPixelTransferOptions, /) -> None: ... class QOpenGLShader(PySide6.QtCore.QObject): class ShaderTypeBit(enum.Flag): Vertex = 0x1 Fragment = 0x2 Geometry = 0x4 TessellationControl = 0x8 TessellationEvaluation = 0x10 Compute = 0x20 def __init__(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ... @typing.overload def compileSourceCode(self, source: str, /) -> bool: ... @typing.overload def compileSourceCode(self, source: bytes | bytearray | memoryview, /) -> bool: ... @typing.overload def compileSourceCode(self, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ... def compileSourceFile(self, fileName: str, /) -> bool: ... @staticmethod def hasOpenGLShaders(type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, /, context: PySide6.QtGui.QOpenGLContext | None = ...) -> bool: ... def isCompiled(self, /) -> bool: ... def log(self, /) -> str: ... def shaderId(self, /) -> int: ... def shaderType(self, /) -> PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit: ... def sourceCode(self, /) -> PySide6.QtCore.QByteArray: ... class QOpenGLShaderProgram(PySide6.QtCore.QObject): def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ... @typing.overload def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str, /) -> bool: ... @typing.overload def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: bytes | bytearray | memoryview, /) -> bool: ... @typing.overload def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ... def addCacheableShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str, /) -> bool: ... def addShader(self, shader: PySide6.QtOpenGL.QOpenGLShader, /) -> bool: ... @typing.overload def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str, /) -> bool: ... @typing.overload def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: bytes | bytearray | memoryview, /) -> bool: ... @typing.overload def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> bool: ... def addShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str, /) -> bool: ... @typing.overload def attributeLocation(self, name: str, /) -> int: ... @typing.overload def attributeLocation(self, name: bytes | bytearray | memoryview, /) -> int: ... @typing.overload def attributeLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> int: ... def bind(self, /) -> bool: ... @typing.overload def bindAttributeLocation(self, name: str, location: int, /) -> None: ... @typing.overload def bindAttributeLocation(self, name: bytes | bytearray | memoryview, location: int, /) -> None: ... @typing.overload def bindAttributeLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, location: int, /) -> None: ... def create(self, /) -> bool: ... def defaultInnerTessellationLevels(self, /) -> typing.List[float]: ... def defaultOuterTessellationLevels(self, /) -> typing.List[float]: ... @typing.overload def disableAttributeArray(self, name: bytes | bytearray | memoryview, /) -> None: ... @typing.overload def disableAttributeArray(self, location: int, /) -> None: ... @typing.overload def enableAttributeArray(self, name: bytes | bytearray | memoryview, /) -> None: ... @typing.overload def enableAttributeArray(self, location: int, /) -> None: ... @staticmethod def hasOpenGLShaderPrograms(context: PySide6.QtGui.QOpenGLContext | None = ...) -> bool: ... def isLinked(self, /) -> bool: ... def link(self, /) -> bool: ... def log(self, /) -> str: ... def maxGeometryOutputVertices(self, /) -> int: ... def patchVertexCount(self, /) -> int: ... def programId(self, /) -> int: ... def release(self, /) -> None: ... def removeAllShaders(self, /) -> None: ... def removeShader(self, shader: PySide6.QtOpenGL.QOpenGLShader, /) -> None: ... @typing.overload def setAttributeArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeArray(self, name: bytes | bytearray | memoryview, type: int, values: int, tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeArray(self, location: int, values: collections.abc.Sequence[float], tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeArray(self, location: int, type: int, values: int, tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeBuffer(self, name: bytes | bytearray | memoryview, type: int, offset: int, tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeBuffer(self, location: int, type: int, offset: int, tupleSize: int, /, stride: int | None = ...) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector2D, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector3D, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector4D, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], columns: int, rows: int, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, value: float, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, w: float, /) -> None: ... @typing.overload def setAttributeValue(self, name: bytes | bytearray | memoryview, value: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ... @typing.overload def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector2D, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector3D, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector4D, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, values: collections.abc.Sequence[float], columns: int, rows: int, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, value: float, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, x: float, y: float, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, x: float, y: float, z: float, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... @typing.overload def setAttributeValue(self, location: int, value: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ... def setDefaultInnerTessellationLevels(self, levels: collections.abc.Sequence[float], /) -> None: ... def setDefaultOuterTessellationLevels(self, levels: collections.abc.Sequence[float], /) -> None: ... def setPatchVertexCount(self, count: int, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x2, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x3, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix2x4, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x2, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x3, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix3x4, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x2, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x3, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, point: PySide6.QtCore.QPoint, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, size: PySide6.QtCore.QSize, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QTransform, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector2D, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector3D, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QVector4D, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, size: PySide6.QtCore.QSizeF | PySide6.QtCore.QSize, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, point: PySide6.QtCore.QPointF | PySide6.QtCore.QPoint | PySide6.QtGui.QPainterPath.Element, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float], typing.Tuple[float, float]], /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float, float], typing.Tuple[float, float, float], typing.Tuple[float, float, float]], /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, value: typing.Tuple[typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float]], /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, x: float, y: float, z: float, w: float, /) -> None: ... @typing.overload def setUniformValue(self, name: bytes | bytearray | memoryview, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x2, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x3, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x4, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x2, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x3, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x4, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x2, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x3, /) -> None: ... @typing.overload def setUniformValue(self, location: int, point: PySide6.QtCore.QPoint, /) -> None: ... @typing.overload def setUniformValue(self, location: int, size: PySide6.QtCore.QSize, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QTransform, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QVector2D, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QVector3D, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QVector4D, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, /) -> None: ... @typing.overload def setUniformValue(self, location: int, size: PySide6.QtCore.QSizeF | PySide6.QtCore.QSize, /) -> None: ... @typing.overload def setUniformValue(self, location: int, point: PySide6.QtCore.QPointF | PySide6.QtCore.QPoint | PySide6.QtGui.QPainterPath.Element, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float], typing.Tuple[float, float]], /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float, float], typing.Tuple[float, float, float], typing.Tuple[float, float, float]], /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: typing.Tuple[typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float], typing.Tuple[float, float, float, float]], /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: int, /) -> None: ... @typing.overload def setUniformValue(self, location: int, value: float, /) -> None: ... @typing.overload def setUniformValue(self, location: int, x: float, y: float, /) -> None: ... @typing.overload def setUniformValue(self, location: int, x: float, y: float, z: float, /) -> None: ... @typing.overload def setUniformValue(self, location: int, x: float, y: float, z: float, w: float, /) -> None: ... @typing.overload def setUniformValue(self, location: int, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ... @typing.overload def setUniformValue1f(self, arg__1: bytes | bytearray | memoryview, arg__2: float, /) -> None: ... @typing.overload def setUniformValue1f(self, arg__1: int, arg__2: float, /) -> None: ... @typing.overload def setUniformValue1i(self, arg__1: bytes | bytearray | memoryview, arg__2: int, /) -> None: ... @typing.overload def setUniformValue1i(self, arg__1: int, arg__2: int, /) -> None: ... @typing.overload def setUniformValueArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[int], count: int, /) -> None: ... @typing.overload def setUniformValueArray(self, name: bytes | bytearray | memoryview, values: collections.abc.Sequence[float], count: int, tupleSize: int, /) -> None: ... @typing.overload def setUniformValueArray(self, location: int, values: collections.abc.Sequence[int], count: int, /) -> None: ... @typing.overload def setUniformValueArray(self, location: int, values: collections.abc.Sequence[float], count: int, tupleSize: int, /) -> None: ... def shaders(self, /) -> typing.List[PySide6.QtOpenGL.QOpenGLShader]: ... @typing.overload def uniformLocation(self, name: str, /) -> int: ... @typing.overload def uniformLocation(self, name: bytes | bytearray | memoryview, /) -> int: ... @typing.overload def uniformLocation(self, name: PySide6.QtCore.QByteArray | bytes | bytearray | memoryview, /) -> int: ... class QOpenGLTexture(Shiboken.Object): class BindingTarget(enum.Enum): BindingTarget1D = 0x8068 BindingTarget2D = 0x8069 BindingTarget3D = 0x806a BindingTargetRectangle = 0x84f6 BindingTargetCubeMap = 0x8514 BindingTarget1DArray = 0x8c1c BindingTarget2DArray = 0x8c1d BindingTargetBuffer = 0x8c2c BindingTargetCubeMapArray = 0x900a BindingTarget2DMultisample = 0x9104 BindingTarget2DMultisampleArray = 0x9105 class ComparisonFunction(enum.Enum): CompareNever = 0x200 CompareLess = 0x201 CompareEqual = 0x202 CompareLessEqual = 0x203 CompareGreater = 0x204 CommpareNotEqual = 0x205 CompareNotEqual = 0x205 CompareGreaterEqual = 0x206 CompareAlways = 0x207 class ComparisonMode(enum.Enum): CompareNone = 0x0 CompareRefToTexture = 0x884e class CoordinateDirection(enum.Enum): DirectionS = 0x2802 DirectionT = 0x2803 DirectionR = 0x8072 class CubeMapFace(enum.Enum): CubeMapPositiveX = 0x8515 CubeMapNegativeX = 0x8516 CubeMapPositiveY = 0x8517 CubeMapNegativeY = 0x8518 CubeMapPositiveZ = 0x8519 CubeMapNegativeZ = 0x851a class DepthStencilMode(enum.Enum): StencilMode = 0x1901 DepthMode = 0x1902 class Feature(enum.Flag): ImmutableStorage = 0x1 ImmutableMultisampleStorage = 0x2 TextureRectangle = 0x4 TextureArrays = 0x8 Texture3D = 0x10 TextureMultisample = 0x20 TextureBuffer = 0x40 TextureCubeMapArrays = 0x80 Swizzle = 0x100 StencilTexturing = 0x200 AnisotropicFiltering = 0x400 NPOTTextures = 0x800 NPOTTextureRepeat = 0x1000 Texture1D = 0x2000 TextureComparisonOperators = 0x4000 TextureMipMapLevel = 0x8000 MaxFeatureFlag = 0x10000 class Filter(enum.Enum): Nearest = 0x2600 Linear = 0x2601 NearestMipMapNearest = 0x2700 LinearMipMapNearest = 0x2701 NearestMipMapLinear = 0x2702 LinearMipMapLinear = 0x2703 class MipMapGeneration(enum.Enum): GenerateMipMaps = 0x0 DontGenerateMipMaps = 0x1 class PixelFormat(enum.Enum): NoSourceFormat = 0x0 Stencil = 0x1901 Depth = 0x1902 Red = 0x1903 Alpha = 0x1906 RGB = 0x1907 RGBA = 0x1908 Luminance = 0x1909 LuminanceAlpha = 0x190a BGR = 0x80e0 BGRA = 0x80e1 RG = 0x8227 RG_Integer = 0x8228 DepthStencil = 0x84f9 Red_Integer = 0x8d94 RGB_Integer = 0x8d98 RGBA_Integer = 0x8d99 BGR_Integer = 0x8d9a BGRA_Integer = 0x8d9b class PixelType(enum.Enum): NoPixelType = 0x0 Int8 = 0x1400 UInt8 = 0x1401 Int16 = 0x1402 UInt16 = 0x1403 Int32 = 0x1404 UInt32 = 0x1405 Float32 = 0x1406 Float16 = 0x140b UInt8_RG3B2 = 0x8032 UInt16_RGBA4 = 0x8033 UInt16_RGB5A1 = 0x8034 UInt32_RGBA8 = 0x8035 UInt32_RGB10A2 = 0x8036 UInt8_RG3B2_Rev = 0x8362 UInt16_R5G6B5 = 0x8363 UInt16_R5G6B5_Rev = 0x8364 UInt16_RGBA4_Rev = 0x8365 UInt16_RGB5A1_Rev = 0x8366 UInt32_RGBA8_Rev = 0x8367 UInt32_RGB10A2_Rev = 0x8368 UInt32_D24S8 = 0x84fa UInt32_RG11B10F = 0x8c3b UInt32_RGB9_E5 = 0x8c3e Float16OES = 0x8d61 Float32_D32_UInt32_S8_X24 = 0x8dad class SwizzleComponent(enum.Enum): SwizzleRed = 0x8e42 SwizzleGreen = 0x8e43 SwizzleBlue = 0x8e44 SwizzleAlpha = 0x8e45 class SwizzleValue(enum.Enum): ZeroValue = 0x0 OneValue = 0x1 RedValue = 0x1903 GreenValue = 0x1904 BlueValue = 0x1905 AlphaValue = 0x1906 class Target(enum.Enum): Target1D = 0xde0 Target2D = 0xde1 Target3D = 0x806f TargetRectangle = 0x84f5 TargetCubeMap = 0x8513 Target1DArray = 0x8c18 Target2DArray = 0x8c1a TargetBuffer = 0x8c2a TargetCubeMapArray = 0x9009 Target2DMultisample = 0x9100 Target2DMultisampleArray = 0x9102 class TextureFormat(enum.Enum): NoFormat = 0x0 DepthFormat = 0x1902 AlphaFormat = 0x1906 RGBFormat = 0x1907 RGBAFormat = 0x1908 LuminanceFormat = 0x1909 LuminanceAlphaFormat = 0x190a RG3B2 = 0x2a10 RGB8_UNorm = 0x8051 RGB16_UNorm = 0x8054 RGBA4 = 0x8056 RGB5A1 = 0x8057 RGBA8_UNorm = 0x8058 RGBA16_UNorm = 0x805b D16 = 0x81a5 D24 = 0x81a6 D32 = 0x81a7 R8_UNorm = 0x8229 R16_UNorm = 0x822a RG8_UNorm = 0x822b RG16_UNorm = 0x822c R16F = 0x822d R32F = 0x822e RG16F = 0x822f RG32F = 0x8230 R8I = 0x8231 R8U = 0x8232 R16I = 0x8233 R16U = 0x8234 R32I = 0x8235 R32U = 0x8236 RG8I = 0x8237 RG8U = 0x8238 RG16I = 0x8239 RG16U = 0x823a RG32I = 0x823b RG32U = 0x823c RGB_DXT1 = 0x83f0 RGBA_DXT1 = 0x83f1 RGBA_DXT3 = 0x83f2 RGBA_DXT5 = 0x83f3 RGBA32F = 0x8814 RGB32F = 0x8815 RGBA16F = 0x881a RGB16F = 0x881b D24S8 = 0x88f0 RG11B10F = 0x8c3a RGB9E5 = 0x8c3d SRGB8 = 0x8c41 SRGB8_Alpha8 = 0x8c43 SRGB_DXT1 = 0x8c4c SRGB_Alpha_DXT1 = 0x8c4d SRGB_Alpha_DXT3 = 0x8c4e SRGB_Alpha_DXT5 = 0x8c4f D32F = 0x8cac D32FS8X24 = 0x8cad S8 = 0x8d48 R5G6B5 = 0x8d62 RGB8_ETC1 = 0x8d64 RGBA32U = 0x8d70 RGB32U = 0x8d71 RGBA16U = 0x8d76 RGB16U = 0x8d77 RGBA8U = 0x8d7c RGB8U = 0x8d7d RGBA32I = 0x8d82 RGB32I = 0x8d83 RGBA16I = 0x8d88 RGB16I = 0x8d89 RGBA8I = 0x8d8e RGB8I = 0x8d8f R_ATI1N_UNorm = 0x8dbb R_ATI1N_SNorm = 0x8dbc RG_ATI2N_UNorm = 0x8dbd RG_ATI2N_SNorm = 0x8dbe RGB_BP_UNorm = 0x8e8c SRGB_BP_UNorm = 0x8e8d RGB_BP_SIGNED_FLOAT = 0x8e8e RGB_BP_UNSIGNED_FLOAT = 0x8e8f R8_SNorm = 0x8f94 RG8_SNorm = 0x8f95 RGB8_SNorm = 0x8f96 RGBA8_SNorm = 0x8f97 R16_SNorm = 0x8f98 RG16_SNorm = 0x8f99 RGB16_SNorm = 0x8f9a RGBA16_SNorm = 0x8f9b RGB10A2 = 0x906f R11_EAC_UNorm = 0x9270 R11_EAC_SNorm = 0x9271 RG11_EAC_UNorm = 0x9272 RG11_EAC_SNorm = 0x9273 RGB8_ETC2 = 0x9274 SRGB8_ETC2 = 0x9275 RGB8_PunchThrough_Alpha1_ETC2 = 0x9276 SRGB8_PunchThrough_Alpha1_ETC2 = 0x9277 RGBA8_ETC2_EAC = 0x9278 SRGB8_Alpha8_ETC2_EAC = 0x9279 RGBA_ASTC_4x4 = 0x93b0 RGBA_ASTC_5x4 = 0x93b1 RGBA_ASTC_5x5 = 0x93b2 RGBA_ASTC_6x5 = 0x93b3 RGBA_ASTC_6x6 = 0x93b4 RGBA_ASTC_8x5 = 0x93b5 RGBA_ASTC_8x6 = 0x93b6 RGBA_ASTC_8x8 = 0x93b7 RGBA_ASTC_10x5 = 0x93b8 RGBA_ASTC_10x6 = 0x93b9 RGBA_ASTC_10x8 = 0x93ba RGBA_ASTC_10x10 = 0x93bb RGBA_ASTC_12x10 = 0x93bc RGBA_ASTC_12x12 = 0x93bd SRGB8_Alpha8_ASTC_4x4 = 0x93d0 SRGB8_Alpha8_ASTC_5x4 = 0x93d1 SRGB8_Alpha8_ASTC_5x5 = 0x93d2 SRGB8_Alpha8_ASTC_6x5 = 0x93d3 SRGB8_Alpha8_ASTC_6x6 = 0x93d4 SRGB8_Alpha8_ASTC_8x5 = 0x93d5 SRGB8_Alpha8_ASTC_8x6 = 0x93d6 SRGB8_Alpha8_ASTC_8x8 = 0x93d7 SRGB8_Alpha8_ASTC_10x5 = 0x93d8 SRGB8_Alpha8_ASTC_10x6 = 0x93d9 SRGB8_Alpha8_ASTC_10x8 = 0x93da SRGB8_Alpha8_ASTC_10x10 = 0x93db SRGB8_Alpha8_ASTC_12x10 = 0x93dc SRGB8_Alpha8_ASTC_12x12 = 0x93dd class TextureFormatClass(enum.Enum): NoFormatClass = 0x0 FormatClass_128Bit = 0x1 FormatClass_96Bit = 0x2 FormatClass_64Bit = 0x3 FormatClass_48Bit = 0x4 FormatClass_32Bit = 0x5 FormatClass_24Bit = 0x6 FormatClass_16Bit = 0x7 FormatClass_8Bit = 0x8 FormatClass_RGTC1_R = 0x9 FormatClass_RGTC2_RG = 0xa FormatClass_BPTC_Unorm = 0xb FormatClass_BPTC_Float = 0xc FormatClass_S3TC_DXT1_RGB = 0xd FormatClass_S3TC_DXT1_RGBA = 0xe FormatClass_S3TC_DXT3_RGBA = 0xf FormatClass_S3TC_DXT5_RGBA = 0x10 FormatClass_Unique = 0x11 class TextureUnitReset(enum.Enum): ResetTextureUnit = 0x0 DontResetTextureUnit = 0x1 class WrapMode(enum.Enum): Repeat = 0x2901 ClampToBorder = 0x812d ClampToEdge = 0x812f MirroredRepeat = 0x8370 @typing.overload def __init__(self, image: PySide6.QtGui.QImage, /, genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ... @typing.overload def __init__(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target, /) -> None: ... def __repr__(self, /) -> str: ... @typing.overload def allocateStorage(self, /) -> None: ... @typing.overload def allocateStorage(self, pixelFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, pixelType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, /) -> None: ... @typing.overload def bind(self, /) -> None: ... @typing.overload def bind(self, unit: int, /, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ... def borderColor(self, /) -> PySide6.QtGui.QColor: ... @typing.overload @staticmethod def boundTextureId(target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget, /) -> int: ... @typing.overload @staticmethod def boundTextureId(unit: int, target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget, /) -> int: ... def comparisonFunction(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction: ... def comparisonMode(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode: ... def create(self, /) -> bool: ... def createTextureView(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target, viewFormat: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat, minimumMipmapLevel: int, maximumMipmapLevel: int, minimumLayer: int, maximumLayer: int, /) -> PySide6.QtOpenGL.QOpenGLTexture: ... def depth(self, /) -> int: ... def depthStencilMode(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode: ... def destroy(self, /) -> None: ... def faces(self, /) -> int: ... def format(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.TextureFormat: ... @typing.overload def generateMipMaps(self, /) -> None: ... @typing.overload def generateMipMaps(self, baseLevel: int, /, resetBaseLevel: bool = ...) -> None: ... @staticmethod def hasFeature(feature: PySide6.QtOpenGL.QOpenGLTexture.Feature, /) -> bool: ... def height(self, /) -> int: ... def isAutoMipMapGenerationEnabled(self, /) -> bool: ... @typing.overload def isBound(self, /) -> bool: ... @typing.overload def isBound(self, unit: int, /) -> bool: ... def isCreated(self, /) -> bool: ... def isFixedSamplePositions(self, /) -> bool: ... def isStorageAllocated(self, /) -> bool: ... def isTextureView(self, /) -> bool: ... def layers(self, /) -> int: ... def levelOfDetailRange(self, /) -> typing.Tuple[float, float]: ... def levelofDetailBias(self, /) -> float: ... def magnificationFilter(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ... def maximumAnisotropy(self, /) -> float: ... def maximumLevelOfDetail(self, /) -> float: ... def maximumMipLevels(self, /) -> int: ... def minMagFilters(self, /) -> typing.Tuple[PySide6.QtOpenGL.QOpenGLTexture.Filter, PySide6.QtOpenGL.QOpenGLTexture.Filter]: ... def minificationFilter(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ... def minimumLevelOfDetail(self, /) -> float: ... def mipBaseLevel(self, /) -> int: ... def mipLevelRange(self, /) -> typing.Tuple[int, int]: ... def mipLevels(self, /) -> int: ... def mipMaxLevel(self, /) -> int: ... @typing.overload def release(self, /) -> None: ... @typing.overload def release(self, unit: int, /, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ... def samples(self, /) -> int: ... def setAutoMipMapGenerationEnabled(self, enabled: bool, /) -> None: ... @typing.overload def setBorderColor(self, r: int, g: int, b: int, a: int, /) -> None: ... @typing.overload def setBorderColor(self, r: float, g: float, b: float, a: float, /) -> None: ... @typing.overload def setBorderColor(self, color: typing.Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, typing.Any, PySide6.QtCore.Qt.GlobalColor, int], /) -> None: ... def setComparisonFunction(self, function: PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction, /) -> None: ... def setComparisonMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode, /) -> None: ... @typing.overload def setCompressedData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setCompressedData(self, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setCompressedData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setCompressedData(self, mipLevel: int, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setCompressedData(self, mipLevel: int, layer: int, dataSize: int, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, image: PySide6.QtGui.QImage, /, genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ... @typing.overload def setData(self, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, layerCount: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... @typing.overload def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, /, options: PySide6.QtOpenGL.QOpenGLPixelTransferOptions | None = ...) -> None: ... def setDepthStencilMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode, /) -> None: ... def setFixedSamplePositions(self, fixed: bool, /) -> None: ... def setFormat(self, format: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat, /) -> None: ... def setLayers(self, layers: int, /) -> None: ... def setLevelOfDetailRange(self, min: float, max: float, /) -> None: ... def setLevelofDetailBias(self, bias: float, /) -> None: ... def setMagnificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ... def setMaximumAnisotropy(self, anisotropy: float, /) -> None: ... def setMaximumLevelOfDetail(self, value: float, /) -> None: ... def setMinMagFilters(self, minificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter, magnificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ... def setMinificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter, /) -> None: ... def setMinimumLevelOfDetail(self, value: float, /) -> None: ... def setMipBaseLevel(self, baseLevel: int, /) -> None: ... def setMipLevelRange(self, baseLevel: int, maxLevel: int, /) -> None: ... def setMipLevels(self, levels: int, /) -> None: ... def setMipMaxLevel(self, maxLevel: int, /) -> None: ... def setSamples(self, samples: int, /) -> None: ... def setSize(self, width: int, /, height: int = ..., depth: int = ...) -> None: ... @typing.overload def setSwizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent, value: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, /) -> None: ... @typing.overload def setSwizzleMask(self, r: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, g: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, b: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, a: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, /) -> None: ... @typing.overload def setWrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode, /) -> None: ... @typing.overload def setWrapMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode, /) -> None: ... def swizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent, /) -> PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue: ... def target(self, /) -> PySide6.QtOpenGL.QOpenGLTexture.Target: ... def textureId(self, /) -> int: ... def width(self, /) -> int: ... def wrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection, /) -> PySide6.QtOpenGL.QOpenGLTexture.WrapMode: ... class QOpenGLTextureBlitter(Shiboken.Object): class Origin(enum.Enum): OriginBottomLeft = 0x0 OriginTopLeft = 0x1 def __init__(self, /) -> None: ... def bind(self, /, target: int = ...) -> None: ... @typing.overload def blit(self, texture: int, targetTransform: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, sourceOrigin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin, /) -> None: ... @typing.overload def blit(self, texture: int, targetTransform: PySide6.QtGui.QMatrix4x4 | PySide6.QtGui.QTransform, sourceTransform: PySide6.QtGui.QMatrix3x3, /) -> None: ... def create(self, /) -> bool: ... def destroy(self, /) -> None: ... def isCreated(self, /) -> bool: ... def release(self, /) -> None: ... def setOpacity(self, opacity: float, /) -> None: ... def setRedBlueSwizzle(self, swizzle: bool, /) -> None: ... @staticmethod def sourceTransform(subTexture: PySide6.QtCore.QRectF | PySide6.QtCore.QRect, textureSize: PySide6.QtCore.QSize, origin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin, /) -> PySide6.QtGui.QMatrix3x3: ... def supportsExternalOESTarget(self, /) -> bool: ... def supportsRectangleTarget(self, /) -> bool: ... @staticmethod def targetTransform(target: PySide6.QtCore.QRectF | PySide6.QtCore.QRect, viewport: PySide6.QtCore.QRect, /) -> PySide6.QtGui.QMatrix4x4: ... class QOpenGLTimeMonitor(PySide6.QtCore.QObject): def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ... def create(self, /) -> bool: ... def destroy(self, /) -> None: ... def isCreated(self, /) -> bool: ... def isResultAvailable(self, /) -> bool: ... def objectIds(self, /) -> typing.List[int]: ... def recordSample(self, /) -> int: ... def reset(self, /) -> None: ... def sampleCount(self, /) -> int: ... def setSampleCount(self, sampleCount: int, /) -> None: ... def waitForIntervals(self, /) -> typing.List[int]: ... def waitForSamples(self, /) -> typing.List[int]: ... class QOpenGLTimerQuery(PySide6.QtCore.QObject): def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ... def begin(self, /) -> None: ... def create(self, /) -> bool: ... def destroy(self, /) -> None: ... def end(self, /) -> None: ... def isCreated(self, /) -> bool: ... def isResultAvailable(self, /) -> bool: ... def objectId(self, /) -> int: ... def recordTimestamp(self, /) -> None: ... def waitForResult(self, /) -> int: ... def waitForTimestamp(self, /) -> int: ... class QOpenGLVersionFunctionsFactory(Shiboken.Object): def __init__(self, /) -> None: ... @staticmethod def get(versionProfile: PySide6.QtOpenGL.QOpenGLVersionProfile = ..., context: PySide6.QtGui.QOpenGLContext | None = ...) -> PySide6.QtOpenGL.QAbstractOpenGLFunctions: ... class QOpenGLVersionProfile(Shiboken.Object): @typing.overload def __init__(self, /) -> None: ... @typing.overload def __init__(self, other: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> None: ... @typing.overload def __init__(self, format: PySide6.QtGui.QSurfaceFormat | PySide6.QtGui.QSurfaceFormat.FormatOption, /) -> None: ... def __copy__(self, /) -> typing.Self: ... def __eq__(self, rhs: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> bool: ... def __hash__(self, /) -> int: ... def __ne__(self, rhs: PySide6.QtOpenGL.QOpenGLVersionProfile, /) -> bool: ... def __repr__(self, /) -> str: ... def hasProfiles(self, /) -> bool: ... def isLegacyVersion(self, /) -> bool: ... def isValid(self, /) -> bool: ... def profile(self, /) -> PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile: ... def setProfile(self, profile: PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile, /) -> None: ... def setVersion(self, majorVersion: int, minorVersion: int, /) -> None: ... def version(self, /) -> typing.Tuple[int, int]: ... class QOpenGLVertexArrayObject(PySide6.QtCore.QObject): class Binder(Shiboken.Object): def __init__(self, v: PySide6.QtOpenGL.QOpenGLVertexArrayObject, /) -> None: ... def __enter__(self, /) -> PySide6.QtOpenGL.QOpenGLVertexArrayObject.Binder: ... def __exit__(self, arg__1: object, arg__2: object, arg__3: object, /) -> None: ... def rebind(self, /) -> None: ... def release(self, /) -> None: ... def __init__(self, /, parent: PySide6.QtCore.QObject | None = ...) -> None: ... def bind(self, /) -> None: ... def create(self, /) -> bool: ... def destroy(self, /) -> None: ... def isCreated(self, /) -> bool: ... def objectId(self, /) -> int: ... def release(self, /) -> None: ... class QOpenGLWindow(PySide6.QtGui.QPaintDeviceWindow): frameSwapped : typing.ClassVar[Signal] = ... # frameSwapped() class UpdateBehavior(enum.Enum): NoPartialUpdate = 0x0 PartialUpdateBlit = 0x1 PartialUpdateBlend = 0x2 @typing.overload def __init__(self, shareContext: PySide6.QtGui.QOpenGLContext, /, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: PySide6.QtGui.QWindow | None = ...) -> None: ... @typing.overload def __init__(self, /, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: PySide6.QtGui.QWindow | None = ...) -> None: ... def context(self, /) -> PySide6.QtGui.QOpenGLContext: ... def defaultFramebufferObject(self, /) -> int: ... def doneCurrent(self, /) -> None: ... def grabFramebuffer(self, /) -> PySide6.QtGui.QImage: ... def initializeGL(self, /) -> None: ... def isValid(self, /) -> bool: ... def makeCurrent(self, /) -> None: ... def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric, /) -> int: ... def paintEvent(self, event: PySide6.QtGui.QPaintEvent, /) -> None: ... def paintGL(self, /) -> None: ... def paintOverGL(self, /) -> None: ... def paintUnderGL(self, /) -> None: ... def redirected(self, arg__1: PySide6.QtCore.QPoint, /) -> PySide6.QtGui.QPaintDevice: ... def resizeEvent(self, event: PySide6.QtGui.QResizeEvent, /) -> None: ... def resizeGL(self, w: int, h: int, /) -> None: ... def shareContext(self, /) -> PySide6.QtGui.QOpenGLContext: ... def updateBehavior(self, /) -> PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior: ... # eof