OpenGL.GL.VERSION.GL_2_0
index
/build/buildd/pyopengl-3.0.0~b3/OpenGL/GL/VERSION/GL_2_0.py

OpenGL extension VERSION.GL_2_0
 
This module customises the behaviour of the 
OpenGL.raw.GL.VERSION.GL_2_0 to provide a more 
Python-friendly API

 
Modules
       
OpenGL
OpenGL.arrays
OpenGL.constant
OpenGL.constants
OpenGL.converters
ctypes
OpenGL.error
OpenGL.extensions
OpenGL.GL.glget
OpenGL.platform
OpenGL.wrapper

 
Functions
       
_afterCheck(key)
Generate an error-checking function for compilation operations
base_glGetActiveUniform = glGetActiveUniform(...)
glGetActiveUniform( GLuint(program), GLuint(index), GLsizei(bufSize), GLsizeiArray(length), GLintArray(size), GLuintArray(type), GLcharArray(name) ) -> None
base_glGetShaderSource = glGetShaderSource(...)
glGetShaderSource( GLuint(shader), GLsizei(bufSize), GLsizeiArray(length), GLcharArray(source) ) -> None
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(program, index)
Retrieve the name, size and type of the uniform of the index in the program
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(obj)
Retrieve the program/shader's source code as a Python string
 
returns string which is '' if no source code
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( shaderObj,string )
pyConverters: shaderObj=None, string=
stringArray(self, arg, baseOperation, args) method of StringLengths instance
Create basic array-of-strings object from pyArg
cConverters: shaderObj=None, count=
totalCount(self, pyArgs, index, baseOperation) method of StringLengths instance
Get array of length integers for string contents
, string=None, length=<OpenGL.converters.StringLengths object at 0x829e7cc>
cResolvers: shaderObj=None, count=None, string=
stringArrayForC(self, strings) method of StringLengths instance
Create a ctypes pointer to char-pointer set
, length=None
storeValues: Not Used
returnValues: Not Used
Wrapping Operation: glShaderSource( GLhandle(shaderObj), str( string) ) -> 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( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9964>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform1fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform1i(...)
glUniform1i( GLint(location), GLint(v0) ) -> None
glUniform1iv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9a2c>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform1iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform2f(...)
glUniform2f( GLint(location), GLfloat(v0), GLfloat(v1) ) -> None
glUniform2fv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9b1c>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform2fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform2i(...)
glUniform2i( GLint(location), GLint(v0), GLint(v1) ) -> None
glUniform2iv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9c0c>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform2iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform3f(...)
glUniform3f( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2) ) -> None
glUniform3fv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9cfc>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform3fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform3i(...)
glUniform3i( GLint(location), GLint(v0), GLint(v1), GLint(v2) ) -> None
glUniform3iv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9dec>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform3iv( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform4f(...)
glUniform4f( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2), GLfloat(v3) ) -> None
glUniform4fv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9edc>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: glUniform4fv( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform4i(...)
glUniform4i( GLint(location), GLint(v0), GLint(v1), GLint(v2), GLint(v3) ) -> None
glUniform4iv( location,count,value )
pyConverters: location=None, count=None, value=
asArraySize(incoming, function, args)
cConverters: location=None, count=None, value=<OpenGL.converters.getPyArgsName object at 0x86b9fcc>
cResolvers: Not Used
storeValues: Not Used
returnValues:
returnPointer(result, baseOperation, pyArgs, cArgs)
Return the converted object as result of function
 
Note: this is a hack that always returns pyArgs[0]!
Wrapping Operation: 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

 
Data
        GL_ACTIVE_ATTRIBUTES = GL_ACTIVE_ATTRIBUTES
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
GL_ACTIVE_UNIFORMS = GL_ACTIVE_UNIFORMS
GL_ACTIVE_UNIFORM_MAX_LENGTH = GL_ACTIVE_UNIFORM_MAX_LENGTH
GL_ATTACHED_SHADERS = GL_ATTACHED_SHADERS
GL_BLEND_EQUATION_ALPHA = GL_BLEND_EQUATION_ALPHA
GL_BOOL = GL_BOOL
GL_BOOL_VEC2 = GL_BOOL_VEC2
GL_BOOL_VEC3 = GL_BOOL_VEC3
GL_BOOL_VEC4 = GL_BOOL_VEC4
GL_COMPILE_STATUS = GL_COMPILE_STATUS
GL_COORD_REPLACE = GL_COORD_REPLACE
GL_CURRENT_PROGRAM = GL_CURRENT_PROGRAM
GL_CURRENT_VERTEX_ATTRIB = GL_CURRENT_VERTEX_ATTRIB
GL_DELETE_STATUS = GL_DELETE_STATUS
GL_DRAW_BUFFER0 = GL_DRAW_BUFFER0
GL_DRAW_BUFFER1 = GL_DRAW_BUFFER1
GL_DRAW_BUFFER10 = GL_DRAW_BUFFER10
GL_DRAW_BUFFER11 = GL_DRAW_BUFFER11
GL_DRAW_BUFFER12 = GL_DRAW_BUFFER12
GL_DRAW_BUFFER13 = GL_DRAW_BUFFER13
GL_DRAW_BUFFER14 = GL_DRAW_BUFFER14
GL_DRAW_BUFFER15 = GL_DRAW_BUFFER15
GL_DRAW_BUFFER2 = GL_DRAW_BUFFER2
GL_DRAW_BUFFER3 = GL_DRAW_BUFFER3
GL_DRAW_BUFFER4 = GL_DRAW_BUFFER4
GL_DRAW_BUFFER5 = GL_DRAW_BUFFER5
GL_DRAW_BUFFER6 = GL_DRAW_BUFFER6
GL_DRAW_BUFFER7 = GL_DRAW_BUFFER7
GL_DRAW_BUFFER8 = GL_DRAW_BUFFER8
GL_DRAW_BUFFER9 = GL_DRAW_BUFFER9
GL_FLOAT_MAT2 = GL_FLOAT_MAT2
GL_FLOAT_MAT3 = GL_FLOAT_MAT3
GL_FLOAT_MAT4 = GL_FLOAT_MAT4
GL_FLOAT_VEC2 = GL_FLOAT_VEC2
GL_FLOAT_VEC3 = GL_FLOAT_VEC3
GL_FLOAT_VEC4 = GL_FLOAT_VEC4
GL_FRAGMENT_SHADER = GL_FRAGMENT_SHADER
GL_FRAGMENT_SHADER_DERIVATIVE_HINT = GL_FRAGMENT_SHADER_DERIVATIVE_HINT
GL_INFO_LOG_LENGTH = GL_INFO_LOG_LENGTH
GL_INT_VEC2 = GL_INT_VEC2
GL_INT_VEC3 = GL_INT_VEC3
GL_INT_VEC4 = GL_INT_VEC4
GL_LINK_STATUS = GL_LINK_STATUS
GL_LOWER_LEFT = GL_LOWER_LEFT
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
GL_MAX_DRAW_BUFFERS = GL_MAX_DRAW_BUFFERS
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
GL_MAX_TEXTURE_COORDS = GL_MAX_TEXTURE_COORDS
GL_MAX_TEXTURE_IMAGE_UNITS = GL_MAX_TEXTURE_IMAGE_UNITS
GL_MAX_VARYING_FLOATS = GL_MAX_VARYING_FLOATS
GL_MAX_VERTEX_ATTRIBS = GL_MAX_VERTEX_ATTRIBS
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL_MAX_VERTEX_UNIFORM_COMPONENTS = GL_MAX_VERTEX_UNIFORM_COMPONENTS
GL_OBJECT_COMPILE_STATUS = GL_OBJECT_COMPILE_STATUS_ARB
GL_OBJECT_LINK_STATUS = GL_OBJECT_LINK_STATUS_ARB
GL_POINT_SPRITE = GL_POINT_SPRITE
GL_POINT_SPRITE_COORD_ORIGIN = GL_POINT_SPRITE_COORD_ORIGIN
GL_SAMPLER_1D = GL_SAMPLER_1D
GL_SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW
GL_SAMPLER_2D = GL_SAMPLER_2D
GL_SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW
GL_SAMPLER_3D = GL_SAMPLER_3D
GL_SAMPLER_CUBE = GL_SAMPLER_CUBE
GL_SHADER_SOURCE_LENGTH = GL_SHADER_SOURCE_LENGTH
GL_SHADER_TYPE = GL_SHADER_TYPE
GL_SHADING_LANGUAGE_VERSION = GL_SHADING_LANGUAGE_VERSION
GL_STENCIL_BACK_FAIL = GL_STENCIL_BACK_FAIL
GL_STENCIL_BACK_FUNC = GL_STENCIL_BACK_FUNC
GL_STENCIL_BACK_PASS_DEPTH_FAIL = GL_STENCIL_BACK_PASS_DEPTH_FAIL
GL_STENCIL_BACK_PASS_DEPTH_PASS = GL_STENCIL_BACK_PASS_DEPTH_PASS
GL_STENCIL_BACK_REF = GL_STENCIL_BACK_REF
GL_STENCIL_BACK_VALUE_MASK = GL_STENCIL_BACK_VALUE_MASK
GL_STENCIL_BACK_WRITEMASK = GL_STENCIL_BACK_WRITEMASK
GL_UPPER_LEFT = GL_UPPER_LEFT
GL_VALIDATE_STATUS = GL_VALIDATE_STATUS
GL_VERTEX_ATTRIB_ARRAY_ENABLED = GL_VERTEX_ATTRIB_ARRAY_ENABLED
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
GL_VERTEX_ATTRIB_ARRAY_POINTER = GL_VERTEX_ATTRIB_ARRAY_POINTER
GL_VERTEX_ATTRIB_ARRAY_SIZE = GL_VERTEX_ATTRIB_ARRAY_SIZE
GL_VERTEX_ATTRIB_ARRAY_STRIDE = GL_VERTEX_ATTRIB_ARRAY_STRIDE
GL_VERTEX_ATTRIB_ARRAY_TYPE = GL_VERTEX_ATTRIB_ARRAY_TYPE
GL_VERTEX_PROGRAM_POINT_SIZE = GL_VERTEX_PROGRAM_POINT_SIZE
GL_VERTEX_PROGRAM_TWO_SIDE = GL_VERTEX_PROGRAM_TWO_SIDE
GL_VERTEX_SHADER = GL_VERTEX_SHADER
__file__ = '/build/buildd/pyopengl-3.0.0~b3/OpenGL/GL/VERSION/GL_2_0.py'
__name__ = 'OpenGL.GL.VERSION.GL_2_0'
name = 'glUniform4iv'