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- glAttachShader(...)
- glAttachShader( GLuint(program), GLuint(shader) ) -> None
- glBindAttribLocation(...)
- glBindAttribLocation( GLuint(program), GLuint(index), GLcharArray(name) ) -> None
- glBlendEquationSeparate(...)
- glBlendEquationSeparate( GLenum(modeRGB), GLenum(modeAlpha) ) -> None
- glCompileShader(...)
- glCompileShader( GLuint(shader) ) -> None
- glCreateProgram(...)
- glCreateProgram( ) -> constants.GLuint
- glCreateShader(...)
- glCreateShader( GLenum(type) ) -> constants.GLuint
- glDeleteProgram(...)
- glDeleteProgram( GLuint(program) ) -> None
- glDeleteShader(...)
- glDeleteShader( GLuint(shader) ) -> None
- glDetachShader(...)
- glDetachShader( GLuint(program), GLuint(shader) ) -> None
- glDisableVertexAttribArray(...)
- glDisableVertexAttribArray( GLuint(index) ) -> None
- glDrawBuffers(...)
- glDrawBuffers( GLsizei(n), GLuintArray(bufs) ) -> None
- glEnableVertexAttribArray(...)
- glEnableVertexAttribArray( GLuint(index) ) -> None
- glGetActiveAttrib(...)
- glGetActiveAttrib( GLuint(program), GLuint(index), GLsizei(bufSize), GLsizeiArray(length), GLintArray(size), GLuintArray(type), GLcharArray(name) ) -> None
- glGetActiveUniform(...)
- glGetActiveUniform( GLuint(program), GLuint(index), GLsizei(bufSize), GLsizeiArray(length), GLintArray(size), GLuintArray(type), GLcharArray(name) ) -> None
- glGetAttachedShaders(...)
- glGetAttachedShaders( GLuint(program), GLsizei(maxCount), GLsizeiArray(count), GLuintArray(obj) ) -> None
- glGetAttribLocation(...)
- glGetAttribLocation( GLuint(program), GLcharArray(name) ) -> constants.GLint
- glGetProgramInfoLog(...)
- glGetProgramInfoLog( GLuint(program), GLsizei(bufSize), GLsizeiArray(length), GLcharArray(infoLog) ) -> None
- glGetProgramiv(...)
- glGetProgramiv( GLuint(program), GLenum(pname), GLintArray(params) ) -> None
- glGetShaderInfoLog(...)
- glGetShaderInfoLog( GLuint(shader), GLsizei(bufSize), GLsizeiArray(length), GLcharArray(infoLog) ) -> None
- glGetShaderSource(...)
- glGetShaderSource( GLuint(shader), GLsizei(bufSize), GLsizeiArray(length), GLcharArray(source) ) -> None
- glGetShaderiv(...)
- glGetShaderiv( GLuint(shader), GLenum(pname), GLintArray(params) ) -> None
- glGetUniformLocation(...)
- glGetUniformLocation( GLuint(program), GLcharArray(name) ) -> constants.GLint
- glGetUniformfv(...)
- glGetUniformfv( GLuint(program), GLint(location), GLfloatArray(params) ) -> None
- glGetUniformiv(...)
- glGetUniformiv( GLuint(program), GLint(location), GLintArray(params) ) -> None
- glGetVertexAttribPointerv(...)
- glGetVertexAttribPointerv( GLuint(index), GLenum(pname), POINTER(ctypes.c_void_p)(pointer) ) -> None
- glGetVertexAttribdv(...)
- glGetVertexAttribdv( GLuint(index), GLenum(pname), GLdoubleArray(params) ) -> None
- glGetVertexAttribfv(...)
- glGetVertexAttribfv( GLuint(index), GLenum(pname), GLfloatArray(params) ) -> None
- glGetVertexAttribiv(...)
- glGetVertexAttribiv( GLuint(index), GLenum(pname), GLintArray(params) ) -> None
- glIsProgram(...)
- glIsProgram( GLuint(program) ) -> constants.GLboolean
- glIsShader(...)
- glIsShader( GLuint(shader) ) -> constants.GLboolean
- glLinkProgram(...)
- glLinkProgram( GLuint(program) ) -> None
- glShaderSource(...)
- glShaderSource( GLuint(shader), GLsizei(count), POINTER(arrays.GLcharArray)(string), GLintArray(length) ) -> None
- glStencilFuncSeparate(...)
- glStencilFuncSeparate( GLenum(frontfunc), GLenum(backfunc), GLint(ref), GLuint(mask) ) -> None
- glStencilMaskSeparate(...)
- glStencilMaskSeparate( GLenum(face), GLuint(mask) ) -> None
- glStencilOpSeparate(...)
- glStencilOpSeparate( GLenum(face), GLenum(sfail), GLenum(dpfail), GLenum(dppass) ) -> None
- glUniform1f(...)
- glUniform1f( GLint(location), GLfloat(v0) ) -> None
- glUniform1fv(...)
- glUniform1fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
- glUniform1i(...)
- glUniform1i( GLint(location), GLint(v0) ) -> None
- glUniform1iv(...)
- glUniform1iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
- glUniform2f(...)
- glUniform2f( GLint(location), GLfloat(v0), GLfloat(v1) ) -> None
- glUniform2fv(...)
- glUniform2fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
- glUniform2i(...)
- glUniform2i( GLint(location), GLint(v0), GLint(v1) ) -> None
- glUniform2iv(...)
- glUniform2iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
- glUniform3f(...)
- glUniform3f( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2) ) -> None
- glUniform3fv(...)
- glUniform3fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
- glUniform3i(...)
- glUniform3i( GLint(location), GLint(v0), GLint(v1), GLint(v2) ) -> None
- glUniform3iv(...)
- glUniform3iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
- glUniform4f(...)
- glUniform4f( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2), GLfloat(v3) ) -> None
- glUniform4fv(...)
- glUniform4fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
- glUniform4i(...)
- glUniform4i( GLint(location), GLint(v0), GLint(v1), GLint(v2), GLint(v3) ) -> None
- glUniform4iv(...)
- glUniform4iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
- glUniformMatrix2fv(...)
- glUniformMatrix2fv( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
- glUniformMatrix3fv(...)
- glUniformMatrix3fv( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
- glUniformMatrix4fv(...)
- glUniformMatrix4fv( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
- glUseProgram(...)
- glUseProgram( GLuint(program) ) -> None
- glValidateProgram(...)
- glValidateProgram( GLuint(program) ) -> None
- glVertexAttrib1d(...)
- glVertexAttrib1d( GLuint(index), GLdouble(x) ) -> None
- glVertexAttrib1dv(...)
- glVertexAttrib1dv( GLuint(index), GLdoubleArray(v) ) -> None
- glVertexAttrib1f(...)
- glVertexAttrib1f( GLuint(index), GLfloat(x) ) -> None
- glVertexAttrib1fv(...)
- glVertexAttrib1fv( GLuint(index), GLfloatArray(v) ) -> None
- glVertexAttrib1s(...)
- glVertexAttrib1s( GLuint(index), GLshort(x) ) -> None
- glVertexAttrib1sv(...)
- glVertexAttrib1sv( GLuint(index), GLshortArray(v) ) -> None
- glVertexAttrib2d(...)
- glVertexAttrib2d( GLuint(index), GLdouble(x), GLdouble(y) ) -> None
- glVertexAttrib2dv(...)
- glVertexAttrib2dv( GLuint(index), GLdoubleArray(v) ) -> None
- glVertexAttrib2f(...)
- glVertexAttrib2f( GLuint(index), GLfloat(x), GLfloat(y) ) -> None
- glVertexAttrib2fv(...)
- glVertexAttrib2fv( GLuint(index), GLfloatArray(v) ) -> None
- glVertexAttrib2s(...)
- glVertexAttrib2s( GLuint(index), GLshort(x), GLshort(y) ) -> None
- glVertexAttrib2sv(...)
- glVertexAttrib2sv( GLuint(index), GLshortArray(v) ) -> None
- glVertexAttrib3d(...)
- glVertexAttrib3d( GLuint(index), GLdouble(x), GLdouble(y), GLdouble(z) ) -> None
- glVertexAttrib3dv(...)
- glVertexAttrib3dv( GLuint(index), GLdoubleArray(v) ) -> None
- glVertexAttrib3f(...)
- glVertexAttrib3f( GLuint(index), GLfloat(x), GLfloat(y), GLfloat(z) ) -> None
- glVertexAttrib3fv(...)
- glVertexAttrib3fv( GLuint(index), GLfloatArray(v) ) -> None
- glVertexAttrib3s(...)
- glVertexAttrib3s( GLuint(index), GLshort(x), GLshort(y), GLshort(z) ) -> None
- glVertexAttrib3sv(...)
- glVertexAttrib3sv( GLuint(index), GLshortArray(v) ) -> None
- glVertexAttrib4Nbv(...)
- glVertexAttrib4Nbv( GLuint(index), GLbyteArray(v) ) -> None
- glVertexAttrib4Niv(...)
- glVertexAttrib4Niv( GLuint(index), GLintArray(v) ) -> None
- glVertexAttrib4Nsv(...)
- glVertexAttrib4Nsv( GLuint(index), GLshortArray(v) ) -> None
- glVertexAttrib4Nub(...)
- glVertexAttrib4Nub( GLuint(index), GLubyte(x), GLubyte(y), GLubyte(z), GLubyte(w) ) -> None
- glVertexAttrib4Nubv(...)
- glVertexAttrib4Nubv( GLuint(index), GLubyteArray(v) ) -> None
- glVertexAttrib4Nuiv(...)
- glVertexAttrib4Nuiv( GLuint(index), GLuintArray(v) ) -> None
- glVertexAttrib4Nusv(...)
- glVertexAttrib4Nusv( GLuint(index), GLushortArray(v) ) -> None
- glVertexAttrib4bv(...)
- glVertexAttrib4bv( GLuint(index), GLbyteArray(v) ) -> None
- glVertexAttrib4d(...)
- glVertexAttrib4d( GLuint(index), GLdouble(x), GLdouble(y), GLdouble(z), GLdouble(w) ) -> None
- glVertexAttrib4dv(...)
- glVertexAttrib4dv( GLuint(index), GLdoubleArray(v) ) -> None
- glVertexAttrib4f(...)
- glVertexAttrib4f( GLuint(index), GLfloat(x), GLfloat(y), GLfloat(z), GLfloat(w) ) -> None
- glVertexAttrib4fv(...)
- glVertexAttrib4fv( GLuint(index), GLfloatArray(v) ) -> None
- glVertexAttrib4iv(...)
- glVertexAttrib4iv( GLuint(index), GLintArray(v) ) -> None
- glVertexAttrib4s(...)
- glVertexAttrib4s( GLuint(index), GLshort(x), GLshort(y), GLshort(z), GLshort(w) ) -> None
- glVertexAttrib4sv(...)
- glVertexAttrib4sv( GLuint(index), GLshortArray(v) ) -> None
- glVertexAttrib4ubv(...)
- glVertexAttrib4ubv( GLuint(index), GLubyteArray(v) ) -> None
- glVertexAttrib4uiv(...)
- glVertexAttrib4uiv( GLuint(index), GLuintArray(v) ) -> None
- glVertexAttrib4usv(...)
- glVertexAttrib4usv( GLuint(index), GLushortArray(v) ) -> None
- glVertexAttribPointer(...)
- glVertexAttribPointer( GLuint(index), GLint(size), GLenum(type), GLboolean(normalized), GLsizei(stride), c_void_p(pointer) ) -> None
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