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

Exceptional cases that need some extra wrapping

 
Modules
       
OpenGL
OpenGL.raw.GL.annotations
OpenGL.arrays
OpenGL.raw.GL.constants
ctypes
OpenGL.constants
OpenGL.error
OpenGL.raw.GL
OpenGL.wrapper

 
Functions
       
glAreTexturesResident(*args)
Allow both Pythonic and C-style calls to glAreTexturesResident
 
        glAreTexturesResident( arrays.GLuintArray( textures) )
 
or 
 
        glAreTexturesResident( int(n), arrays.GLuintArray( textures), arrays.GLuboolean( output) )
 
or 
 
        glAreTexturesResident( int(n), arrays.GLuintArray( textures) )
        
returns the output arrays.GLubooleanArray
glBegin(mode)
Begin GL geometry-definition mode, disable automatic error checking
glCallLists(lists)
glCallLists( str( lists ) or lists[] ) -> None 
 
Restricted version of glCallLists, takes a string or a GLuint compatible
array data-type and passes into the base function.
glColor(*args)
glColor*f* -- convenience function to dispatch on argument type
 
dispatches to glColor3f, glColor2f, glColor4f, glColor3f, glColor2f, glColor4f
depending on the arguments passed...
glDeleteTextures(array)
Delete specified set of textures
glEdgeFlagv( flag )
pyConverters: flag=
asArraySize(incoming, function, args)
cConverters: flag=<OpenGL.converters.getPyArgsName object at 0x87a7644>
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: glEdgeFlagv( POINTER(GLboolean)(flag) ) -> None
glEnd()
Finish GL geometry-definition mode, re-enable automatic error checking
glGenTextures(count, textures=None)
Generate count new texture names
glIndexdv( c )
pyConverters: c=
asArraySize(incoming, function, args)
cConverters: c=<OpenGL.converters.getPyArgsName object at 0x87a7464>
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: glIndexdv( arrays.GLdoubleArray(c) ) -> None
glIndexfv( c )
pyConverters: c=
asArraySize(incoming, function, args)
cConverters: c=<OpenGL.converters.getPyArgsName object at 0x87a7504>
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: glIndexfv( arrays.GLfloatArray(c) ) -> None
glIndexsv( c )
pyConverters: c=
asArraySize(incoming, function, args)
cConverters: c=<OpenGL.converters.getPyArgsName object at 0x87a73c4>
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: glIndexsv( arrays.GLshortArray(c) ) -> None
glIndexubv( c )
pyConverters: c=
asArraySize(incoming, function, args)
cConverters: c=<OpenGL.converters.getPyArgsName object at 0x87a75a4>
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: glIndexubv( arrays.GLubyteArray(c) ) -> None
glMap1(target, u1, u2, points, baseFunction, arrayType)
glMap1d(target, u1, u2, points)
glMap1d(target, u1, u2, points[][][]) -> None
 
This is a completely non-standard signature which doesn't allow for most 
of the funky uses with strides and the like, but it has been like this for
a very long time...
glMap1f(target, u1, u2, points)
glMap1f(target, u1, u2, points[][][]) -> None
 
This is a completely non-standard signature which doesn't allow for most 
of the funky uses with strides and the like, but it has been like this for
a very long time...
glMap2(target, u1, u2, v1, v2, points, baseFunction, arrayType=<class 'OpenGL.arrays.arraydatatype.GLfloatArray'>)
glMap2d(target, u1, u2, v1, v2, points)
glMap2d(target, u1, u2, v1, v2, points[][][]) -> None
 
This is a completely non-standard signature which doesn't allow for most 
of the funky uses with strides and the like, but it has been like this for
a very long time...
glMap2f(target, u1, u2, v1, v2, points)
glMap2f(target, u1, u2, v1, v2, points[][][]) -> None
 
This is a completely non-standard signature which doesn't allow for most 
of the funky uses with strides and the like, but it has been like this for
a very long time...
glMaterial(faces, constant, *args)
glMaterial -- convenience function to dispatch on argument type
 
If passed a single argument in args, calls:
        glMaterialfv( faces, constant, args[0] )
else calls:
        glMaterialf( faces, constant, *args )
glRasterPos(*args)
Choose glRasterPosX based on number of args
glRectfv( v1,v2 )
pyConverters: v1=
asArraySize(incoming, function, args)
, v2=
asArraySize(incoming, function, args)
cConverters: v1=<OpenGL.converters.getPyArgsName object at 0x8b6fedc>, v2=<OpenGL.converters.getPyArgsName object at 0x8b6ff54>
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: glRectfv( arrays.GLfloatArray(v1), arrays.GLfloatArray(v2) ) -> None
glRectiv( v1,v2 )
pyConverters: v1=
asArraySize(incoming, function, args)
, v2=
asArraySize(incoming, function, args)
cConverters: v1=<OpenGL.converters.getPyArgsName object at 0x87a702c>, v2=<OpenGL.converters.getPyArgsName object at 0x87a720c>
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: glRectiv( arrays.GLintArray(v1), arrays.GLintArray(v2) ) -> None
glRectsv( v1,v2 )
pyConverters: v1=
asArraySize(incoming, function, args)
, v2=
asArraySize(incoming, function, args)
cConverters: v1=<OpenGL.converters.getPyArgsName object at 0x87a72ac>, v2=<OpenGL.converters.getPyArgsName object at 0x87a7324>
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: glRectsv( arrays.GLshortArray(v1), arrays.GLshortArray(v2) ) -> None
glTexGenfv( coord,pname,params )
pyConverters: coord=None, pname=None, params=<OpenGL.converters.CallFuncPyConverter object at 0x87bfa4c>
cConverters: coord=None, pname=None, params=<OpenGL.converters.getPyArgsName object at 0x87a76e4>
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: glTexGenfv( GLenum(coord), GLenum(pname), arrays.GLfloatArray(params) ) -> None
glTexParameter(target, pname, parameter)
Set a texture parameter, choose underlying call based on pname and parameter
glVertex(*args)
Choose glVertexX based on number of args

 
Data
        GL = <CDLL 'libGL.so.1', handle 8268148 at 823ee2c>
GLU = <CDLL 'libGLU.so.1', handle 826a4b8 at 823edcc>
__all__ = ['glBegin', 'glCallLists', 'glColor', 'glDeleteTextures', 'glEdgeFlagv', 'glEnd', 'glGenTextures', 'glIndexdv', 'glIndexfv', 'glIndexsv', 'glIndexubv', 'glMap1', 'glMap1d', 'glMap1f', 'glMap2', 'glMap2d', 'glMap2f', 'glMaterial', 'glRasterPos', 'glRectfv', ...]
__file__ = '/build/buildd/pyopengl-3.0.0~b3/OpenGL/GL/exceptional.py'
__name__ = 'OpenGL.GL.exceptional'
glColorDispatch = {3: <OpenGL.wrapper.glColor3dv object at 0x828d02c>, 4: <OpenGL.wrapper.glColor4dv object at 0x87f726c>}
glRasterPosDispatch = {2: <OpenGL.wrapper.glRasterPos2dv object at 0x82b244c>, 3: <OpenGL.wrapper.glRasterPos3dv object at 0x82b2dec>, 4: <OpenGL.wrapper.glRasterPos4dv object at 0x82b27ac>}
glVertexDispatch = {2: <OpenGL.wrapper.glVertex2dv object at 0x82b120c>, 3: <OpenGL.wrapper.glVertex3dv object at 0x8639f0c>, 4: <OpenGL.wrapper.glVertex4dv object at 0x8639cac>}