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feiqiu-ETL/etl_billiards/dist/ETL_Manager/_internal/PySide6/QtOpenGL.pyi
2026-01-27 23:19:54 +08:00

14074 lines
1.2 MiB

# 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