# This Python file uses the following encoding: utf-8 ############################################################################# ## ## Copyright (C) 2020 The Qt Company Ltd. ## Contact: https://www.qt.io/licensing/ ## ## This file is part of Qt for Python. ## ## $QT_BEGIN_LICENSE:LGPL$ ## Commercial License Usage ## Licensees holding valid commercial Qt licenses may use this file in ## accordance with the commercial license agreement provided with the ## Software or, alternatively, in accordance with the terms contained in ## a written agreement between you and The Qt Company. For licensing terms ## and conditions see https://www.qt.io/terms-conditions. For further ## information use the contact form at https://www.qt.io/contact-us. ## ## GNU Lesser General Public License Usage ## Alternatively, this file may be used under the terms of the GNU Lesser ## General Public License version 3 as published by the Free Software ## Foundation and appearing in the file LICENSE.LGPL3 included in the ## packaging of this file. Please review the following information to ## ensure the GNU Lesser General Public License version 3 requirements ## will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ## ## GNU General Public License Usage ## Alternatively, this file may be used under the terms of the GNU ## General Public License version 2.0 or (at your option) the GNU General ## Public license version 3 or any later version approved by the KDE Free ## Qt Foundation. The licenses are as published by the Free Software ## Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ## included in the packaging of this file. Please review the following ## information to ensure the GNU General Public License requirements will ## be met: https://www.gnu.org/licenses/gpl-2.0.html and ## https://www.gnu.org/licenses/gpl-3.0.html. ## ## $QT_END_LICENSE$ ## ############################################################################# """ This file contains the exact signatures for all functions in module PySide2.QtOpenGLFunctions, except for defaults which are replaced by "...". """ # Module PySide2.QtOpenGLFunctions import PySide2 try: import typing except ImportError: from PySide2.support.signature import typing from PySide2.support.signature.mapping import ( Virtual, Missing, Invalid, Default, Instance) class Object(object): pass import shiboken2 as Shiboken Shiboken.Object = Object import PySide2.QtGui import PySide2.QtOpenGLFunctions class QOpenGLFunctions_1_0(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexMask(self, mask:int) -> None: ... def glIndexd(self, c:float) -> None: ... def glIndexdv(self, c:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexEnvf(self, target:int, pname:int, param:float) -> None: ... def glTexEnvfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_1_1(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_1_5(PySide2.QtGui.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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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 glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_2_0(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_2_1(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_3_0(PySide2.QtGui.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) -> 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) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_3_1(PySide2.QtGui.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) -> 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) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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(PySide2.QtGui.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) -> 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) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_3_2_Core(PySide2.QtGui.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) -> 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) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> None: ... def glMatrixMode(self, mode:int) -> None: ... def glMinmax(self, target:int, internalformat:int, sink:int) -> None: ... def glMultMatrixd(self, m:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribDivisor(self, index:int, divisor:int) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_3_3_Core(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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 glColorP3ui(self, type:int, color:int) -> None: ... def glColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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 glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_0_Compatibility(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribDivisor(self, index:int, divisor:int) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_0_Core(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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 glColorP3ui(self, type:int, color:int) -> None: ... def glColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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 glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_1_Compatibility(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColor3b(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3bv(self, v:bytes) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribDivisor(self, index:int, divisor:int) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def glWindowPos2d(self, x:float, y:float) -> None: ... def glWindowPos2dv(self, v:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_1_Core(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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 glColorP3ui(self, type:int, color:int) -> None: ... def glColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProvokingVertex(self, mode:int) -> None: ... def glQueryCounter(self, id:int, target:int) -> None: ... def glReadBuffer(self, mode: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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glScissorArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glShaderBinary(self, count:int, shaders:typing.Sequence, 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 glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def glViewportArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_2_Compatibility(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoord1d(self, target:int, s:float) -> None: ... def glMultiTexCoord1dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColor3b(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3bv(self, v:bytes) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribDivisor(self, index:int, divisor:int) -> None: ... def glVertexAttribI1i(self, index:int, x:int) -> None: ... def glVertexAttribI1iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def glWindowPos2d(self, x:float, y:float) -> None: ... def glWindowPos2dv(self, v:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_2_Core(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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 glColorP3ui(self, type:int, color:int) -> None: ... def glColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProvokingVertex(self, mode:int) -> None: ... def glQueryCounter(self, id:int, target:int) -> None: ... def glReadBuffer(self, mode: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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glScissorArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glShaderBinary(self, count:int, shaders:typing.Sequence, 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 glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def glViewportArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_3_Compatibility(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, 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:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> None: ... def glReadBuffer(self, mode:int) -> None: ... def glRectd(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectdv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColor3b(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3bv(self, v:bytes) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def glWindowPos2d(self, x:float, y:float) -> None: ... def glWindowPos2dv(self, v:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_3_Core(PySide2.QtGui.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) -> 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) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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 glColorP3ui(self, type:int, color:int) -> None: ... def glColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> None: ... def glInvalidateBufferData(self, buffer:int) -> None: ... def glInvalidateFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiDrawArraysIndirect(self, mode:int, indirect:int, drawcount:int, stride:int) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProvokingVertex(self, mode:int) -> None: ... def glQueryCounter(self, id:int, target:int) -> None: ... def glReadBuffer(self, mode: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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glScissorArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> None: ... def glShaderBinary(self, count:int, shaders:typing.Sequence, 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 glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> None: ... def glViewport(self, x:int, y:int, width:int, height:int) -> None: ... def glViewportArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_4_Compatibility(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glBindBuffersRange(self, target:int, first:int, count:int) -> typing.Tuple: ... def glBindFragDataLocation(self, program:int, color:int, name:bytes) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glBindTexture(self, target:int, texture:int) -> None: ... def glBindTextures(self, first:int, count:int, textures:typing.Sequence) -> None: ... def glBindTransformFeedback(self, target:int, id:int) -> None: ... def glBindVertexArray(self, array:int) -> None: ... def glBindVertexBuffers(self, first:int, count:int) -> typing.Tuple: ... 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence, enabled:int) -> None: ... def glDebugMessageInsert(self, source:int, type:int, id:int, severity:int, length:int, buf:bytes) -> None: ... def glDeleteBuffers(self, n:int, buffers:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... 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 glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetHistogram(self, target:int, reset:int, format:int, type:int, values:int) -> None: ... def glGetMinmax(self, target:int, reset:int, format:int, type:int, values:int) -> None: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetSeparableFilter(self, target:int, format:int, type:int, row:int, column:int, span:int) -> None: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetTexImage(self, target:int, level:int, format:int, type:int, pixels:int) -> None: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, 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:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNewList(self, list:int, mode:int) -> None: ... def glNormal3b(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3bv(self, v:bytes) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glNormalPointer(self, type:int, stride:int, pointer:int) -> None: ... def glObjectLabel(self, identifier:int, name:int, length:int, label:bytes) -> None: ... def glObjectPtrLabel(self, ptr:int, length:int, label:bytes) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> 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) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> 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:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColor3b(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3bv(self, v:bytes) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> None: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def glWindowPos2d(self, x:float, y:float) -> None: ... def glWindowPos2dv(self, v:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_4_Core(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glBindBuffersRange(self, target:int, first:int, count:int) -> typing.Tuple: ... def glBindFragDataLocation(self, program:int, color:int, name:bytes) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glBindTexture(self, target:int, texture:int) -> None: ... def glBindTextures(self, first:int, count:int, textures:typing.Sequence) -> None: ... def glBindTransformFeedback(self, target:int, id:int) -> None: ... def glBindVertexArray(self, array:int) -> None: ... def glBindVertexBuffers(self, first:int, count:int) -> typing.Tuple: ... 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence, enabled:int) -> None: ... def glDebugMessageInsert(self, source:int, type:int, id:int, severity:int, length:int, buf:bytes) -> None: ... def glDeleteBuffers(self, n:int, buffers:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... def glGetCompressedTexImage(self, target:int, level:int, img:int) -> None: ... def glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetTexImage(self, target:int, level:int, format:int, type:int, pixels:int) -> None: ... def glGetUniformBlockIndex(self, program:int, uniformBlockName:bytes) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> int: ... def glHint(self, target:int, mode:int) -> None: ... def glInvalidateBufferData(self, buffer:int) -> None: ... def glInvalidateFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence, count:typing.Sequence, 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) -> None: ... def glObjectPtrLabel(self, ptr:int, length:int, label:bytes) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProvokingVertex(self, mode:int) -> None: ... def glPushDebugGroup(self, source:int, id:int, length:int, message:bytes) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glScissorArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glShaderBinary(self, count:int, shaders:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_5_Compatibility(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glBindBuffersRange(self, target:int, first:int, count:int) -> typing.Tuple: ... def glBindFragDataLocation(self, program:int, color:int, name:bytes) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glBindTransformFeedback(self, target:int, id:int) -> None: ... def glBindVertexArray(self, array:int) -> None: ... def glBindVertexBuffers(self, first:int, count:int) -> typing.Tuple: ... 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glClearNamedFramebufferiv(self, framebuffer:int, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearNamedFramebufferuiv(self, framebuffer:int, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColor3b(self, red:int, green:int, blue:int) -> None: ... def glColor3bv(self, v:bytes) -> None: ... def glColor3d(self, red:float, green:float, blue:float) -> None: ... def glColor3dv(self, v:typing.Sequence) -> None: ... def glColor3f(self, red:float, green:float, blue:float) -> None: ... def glColor3fv(self, v:typing.Sequence) -> None: ... def glColor3i(self, red:int, green:int, blue:int) -> None: ... def glColor3iv(self, v:typing.Sequence) -> None: ... def glColor3s(self, red:int, green:int, blue:int) -> None: ... def glColor3sv(self, v:typing.Sequence) -> None: ... def glColor3ub(self, red:int, green:int, blue:int) -> None: ... def glColor3ubv(self, v:bytes) -> None: ... def glColor3ui(self, red:int, green:int, blue:int) -> None: ... def glColor3uiv(self, v:typing.Sequence) -> None: ... def glColor3us(self, red:int, green:int, blue:int) -> None: ... def glColor3usv(self, v:typing.Sequence) -> None: ... def glColor4b(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4bv(self, v:bytes) -> None: ... def glColor4d(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4dv(self, v:typing.Sequence) -> None: ... def glColor4f(self, red:float, green:float, blue:float, alpha:float) -> None: ... def glColor4fv(self, v:typing.Sequence) -> None: ... def glColor4i(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4iv(self, v:typing.Sequence) -> None: ... def glColor4s(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4sv(self, v:typing.Sequence) -> None: ... def glColor4ub(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4ubv(self, v:bytes) -> None: ... def glColor4ui(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4uiv(self, v:typing.Sequence) -> None: ... def glColor4us(self, red:int, green:int, blue:int, alpha:int) -> None: ... def glColor4usv(self, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorP4ui(self, type:int, color:int) -> None: ... def glColorP4uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glColorTableParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glConvolutionParameteri(self, target:int, pname:int, params:int) -> None: ... def glConvolutionParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence, enabled:int) -> None: ... def glDebugMessageInsert(self, source:int, type:int, id:int, severity:int, length:int, buf:bytes) -> None: ... def glDeleteBuffers(self, n:int, buffers:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteLists(self, list:int, range:int) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glEvalCoord1f(self, u:float) -> None: ... def glEvalCoord1fv(self, u:typing.Sequence) -> None: ... def glEvalCoord2d(self, u:float, v:float) -> None: ... def glEvalCoord2dv(self, u:typing.Sequence) -> None: ... def glEvalCoord2f(self, u:float, v:float) -> None: ... def glEvalCoord2fv(self, u:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glFogCoordf(self, coord:float) -> None: ... def glFogCoordfv(self, coord:typing.Sequence) -> None: ... def glFogf(self, pname:int, param:float) -> None: ... def glFogfv(self, pname:int, params:typing.Sequence) -> None: ... def glFogi(self, pname:int, param:int) -> None: ... def glFogiv(self, pname:int, params:typing.Sequence) -> 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) -> int: ... 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 glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetGraphicsResetStatus(self) -> int: ... def glGetHistogram(self, target:int, reset:int, format:int, type:int, values:int) -> None: ... def glGetMinmax(self, target:int, reset:int, format:int, type:int, values:int) -> None: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetSeparableFilter(self, target:int, format:int, type:int, row:int, column:int, span:int) -> None: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> 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) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glIndexf(self, c:float) -> None: ... def glIndexfv(self, c:typing.Sequence) -> None: ... def glIndexi(self, c:int) -> None: ... def glIndexiv(self, c:typing.Sequence) -> None: ... def glIndexs(self, c:int) -> None: ... def glIndexsv(self, c:typing.Sequence) -> None: ... def glIndexub(self, c:int) -> None: ... def glIndexubv(self, c:bytes) -> 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:typing.Sequence) -> None: ... def glInvalidateNamedFramebufferData(self, framebuffer:int, numAttachments:int, attachments:typing.Sequence) -> None: ... def glInvalidateNamedFramebufferSubData(self, framebuffer:int, numAttachments:int, attachments:typing.Sequence, x:int, y:int, width:int, height:int) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence) -> None: ... def glLightModeli(self, pname:int, param:int) -> None: ... def glLightModeliv(self, pname:int, params:typing.Sequence) -> None: ... def glLightf(self, light:int, pname:int, param:float) -> None: ... def glLightfv(self, light:int, pname:int, params:typing.Sequence) -> None: ... def glLighti(self, light:int, pname:int, param:int) -> None: ... def glLightiv(self, light:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glLoadMatrixf(self, m:typing.Sequence) -> None: ... def glLoadName(self, name:int) -> None: ... def glLoadTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glLoadTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glLogicOp(self, opcode:int) -> None: ... def glMap1d(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap1f(self, target:int, u1:float, u2:float, stride:int, order:int, points:typing.Sequence) -> None: ... def glMap2d(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> None: ... def glMap2f(self, target:int, u1:float, u2:float, ustride:int, uorder:int, v1:float, v2:float, vstride:int, vorder:int, points:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMateriali(self, face:int, pname:int, param:int) -> None: ... def glMaterialiv(self, face:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glMultMatrixf(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixd(self, m:typing.Sequence) -> None: ... def glMultTransposeMatrixf(self, m:typing.Sequence) -> None: ... def glMultiDrawArrays(self, mode:int, first:typing.Sequence, count:typing.Sequence, 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:typing.Sequence) -> None: ... def glMultiTexCoord1f(self, target:int, s:float) -> None: ... def glMultiTexCoord1fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1i(self, target:int, s:int) -> None: ... def glMultiTexCoord1iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord1s(self, target:int, s:int) -> None: ... def glMultiTexCoord1sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2d(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2f(self, target:int, s:float, t:float) -> None: ... def glMultiTexCoord2fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2i(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord2s(self, target:int, s:int, t:int) -> None: ... def glMultiTexCoord2sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3d(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3f(self, target:int, s:float, t:float, r:float) -> None: ... def glMultiTexCoord3fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3i(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord3s(self, target:int, s:int, t:int, r:int) -> None: ... def glMultiTexCoord3sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4d(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4dv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4f(self, target:int, s:float, t:float, r:float, q:float) -> None: ... def glMultiTexCoord4fv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4i(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4iv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoord4s(self, target:int, s:int, t:int, r:int, q:int) -> None: ... def glMultiTexCoord4sv(self, target:int, v:typing.Sequence) -> None: ... def glMultiTexCoordP1ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP1uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP2ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP2uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP3ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP3uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glMultiTexCoordP4ui(self, texture:int, type:int, coords:int) -> None: ... def glMultiTexCoordP4uiv(self, texture:int, type:int, coords:typing.Sequence) -> None: ... def glNamedBufferData(self, buffer:int, size:int, data:int, usage:int) -> None: ... def glNamedBufferStorage(self, buffer:int, size:int, data:int, flags:int) -> None: ... def glNamedFramebufferDrawBuffer(self, framebuffer:int, buf:int) -> None: ... def glNamedFramebufferDrawBuffers(self, framebuffer:int, n:int, bufs:typing.Sequence) -> 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) -> None: ... def glNormal3d(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3dv(self, v:typing.Sequence) -> None: ... def glNormal3f(self, nx:float, ny:float, nz:float) -> None: ... def glNormal3fv(self, v:typing.Sequence) -> None: ... def glNormal3i(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3iv(self, v:typing.Sequence) -> None: ... def glNormal3s(self, nx:int, ny:int, nz:int) -> None: ... def glNormal3sv(self, v:typing.Sequence) -> None: ... def glNormalP3ui(self, type:int, coords:int) -> None: ... def glNormalP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glNormalPointer(self, type:int, stride:int, pointer:int) -> None: ... def glObjectLabel(self, identifier:int, name:int, length:int, label:bytes) -> None: ... def glObjectPtrLabel(self, ptr:int, length:int, label:bytes) -> 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:typing.Sequence) -> None: ... def glPatchParameteri(self, pname:int, value:int) -> None: ... def glPauseTransformFeedback(self) -> None: ... def glPixelMapfv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapuiv(self, map:int, mapsize:int, values:typing.Sequence) -> None: ... def glPixelMapusv(self, map:int, mapsize:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence, priorities:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> 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) -> 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:typing.Sequence) -> None: ... def glRasterPos2f(self, x:float, y:float) -> None: ... def glRasterPos2fv(self, v:typing.Sequence) -> None: ... def glRasterPos2i(self, x:int, y:int) -> None: ... def glRasterPos2iv(self, v:typing.Sequence) -> None: ... def glRasterPos2s(self, x:int, y:int) -> None: ... def glRasterPos2sv(self, v:typing.Sequence) -> None: ... def glRasterPos3d(self, x:float, y:float, z:float) -> None: ... def glRasterPos3dv(self, v:typing.Sequence) -> None: ... def glRasterPos3f(self, x:float, y:float, z:float) -> None: ... def glRasterPos3fv(self, v:typing.Sequence) -> None: ... def glRasterPos3i(self, x:int, y:int, z:int) -> None: ... def glRasterPos3iv(self, v:typing.Sequence) -> None: ... def glRasterPos3s(self, x:int, y:int, z:int) -> None: ... def glRasterPos3sv(self, v:typing.Sequence) -> None: ... def glRasterPos4d(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4dv(self, v:typing.Sequence) -> None: ... def glRasterPos4f(self, x:float, y:float, z:float, w:float) -> None: ... def glRasterPos4fv(self, v:typing.Sequence) -> None: ... def glRasterPos4i(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4iv(self, v:typing.Sequence) -> None: ... def glRasterPos4s(self, x:int, y:int, z:int, w:int) -> None: ... def glRasterPos4sv(self, v:typing.Sequence) -> 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:typing.Sequence, v2:typing.Sequence) -> None: ... def glRectf(self, x1:float, y1:float, x2:float, y2:float) -> None: ... def glRectfv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRecti(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectiv(self, v1:typing.Sequence, v2:typing.Sequence) -> None: ... def glRects(self, x1:int, y1:int, x2:int, y2:int) -> None: ... def glRectsv(self, v1:typing.Sequence, v2:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glSecondaryColor3b(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3bv(self, v:bytes) -> None: ... def glSecondaryColor3d(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3dv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3f(self, red:float, green:float, blue:float) -> None: ... def glSecondaryColor3fv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3i(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3iv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3s(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3sv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3ub(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3ubv(self, v:bytes) -> None: ... def glSecondaryColor3ui(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3uiv(self, v:typing.Sequence) -> None: ... def glSecondaryColor3us(self, red:int, green:int, blue:int) -> None: ... def glSecondaryColor3usv(self, v:typing.Sequence) -> None: ... def glSecondaryColorP3ui(self, type:int, color:int) -> None: ... def glSecondaryColorP3uiv(self, type:int, color:typing.Sequence) -> 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:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexCoord1f(self, s:float) -> None: ... def glTexCoord1fv(self, v:typing.Sequence) -> None: ... def glTexCoord1i(self, s:int) -> None: ... def glTexCoord1iv(self, v:typing.Sequence) -> None: ... def glTexCoord1s(self, s:int) -> None: ... def glTexCoord1sv(self, v:typing.Sequence) -> None: ... def glTexCoord2d(self, s:float, t:float) -> None: ... def glTexCoord2dv(self, v:typing.Sequence) -> None: ... def glTexCoord2f(self, s:float, t:float) -> None: ... def glTexCoord2fv(self, v:typing.Sequence) -> None: ... def glTexCoord2i(self, s:int, t:int) -> None: ... def glTexCoord2iv(self, v:typing.Sequence) -> None: ... def glTexCoord2s(self, s:int, t:int) -> None: ... def glTexCoord2sv(self, v:typing.Sequence) -> None: ... def glTexCoord3d(self, s:float, t:float, r:float) -> None: ... def glTexCoord3dv(self, v:typing.Sequence) -> None: ... def glTexCoord3f(self, s:float, t:float, r:float) -> None: ... def glTexCoord3fv(self, v:typing.Sequence) -> None: ... def glTexCoord3i(self, s:int, t:int, r:int) -> None: ... def glTexCoord3iv(self, v:typing.Sequence) -> None: ... def glTexCoord3s(self, s:int, t:int, r:int) -> None: ... def glTexCoord3sv(self, v:typing.Sequence) -> None: ... def glTexCoord4d(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4dv(self, v:typing.Sequence) -> None: ... def glTexCoord4f(self, s:float, t:float, r:float, q:float) -> None: ... def glTexCoord4fv(self, v:typing.Sequence) -> None: ... def glTexCoord4i(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4iv(self, v:typing.Sequence) -> None: ... def glTexCoord4s(self, s:int, t:int, r:int, q:int) -> None: ... def glTexCoord4sv(self, v:typing.Sequence) -> None: ... def glTexCoordP1ui(self, type:int, coords:int) -> None: ... def glTexCoordP1uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP2ui(self, type:int, coords:int) -> None: ... def glTexCoordP2uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP3ui(self, type:int, coords:int) -> None: ... def glTexCoordP3uiv(self, type:int, coords:typing.Sequence) -> None: ... def glTexCoordP4ui(self, type:int, coords:int) -> None: ... def glTexCoordP4uiv(self, type:int, coords:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexEnvi(self, target:int, pname:int, param:int) -> None: ... def glTexEnviv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexGend(self, coord:int, pname:int, param:float) -> None: ... def glTexGendv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGenf(self, coord:int, pname:int, param:float) -> None: ... def glTexGenfv(self, coord:int, pname:int, params:typing.Sequence) -> None: ... def glTexGeni(self, coord:int, pname:int, param:int) -> None: ... def glTexGeniv(self, coord:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTextureParameterIuiv(self, texture:int, pname:int, params:typing.Sequence) -> None: ... def glTextureParameterf(self, texture:int, pname:int, param:float) -> None: ... def glTextureParameterfv(self, texture:int, pname:int, param:typing.Sequence) -> None: ... def glTextureParameteri(self, texture:int, pname:int, param:int) -> None: ... def glTextureParameteriv(self, texture:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertex2f(self, x:float, y:float) -> None: ... def glVertex2fv(self, v:typing.Sequence) -> None: ... def glVertex2i(self, x:int, y:int) -> None: ... def glVertex2iv(self, v:typing.Sequence) -> None: ... def glVertex2s(self, x:int, y:int) -> None: ... def glVertex2sv(self, v:typing.Sequence) -> None: ... def glVertex3d(self, x:float, y:float, z:float) -> None: ... def glVertex3dv(self, v:typing.Sequence) -> None: ... def glVertex3f(self, x:float, y:float, z:float) -> None: ... def glVertex3fv(self, v:typing.Sequence) -> None: ... def glVertex3i(self, x:int, y:int, z:int) -> None: ... def glVertex3iv(self, v:typing.Sequence) -> None: ... def glVertex3s(self, x:int, y:int, z:int) -> None: ... def glVertex3sv(self, v:typing.Sequence) -> None: ... def glVertex4d(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4dv(self, v:typing.Sequence) -> None: ... def glVertex4f(self, x:float, y:float, z:float, w:float) -> None: ... def glVertex4fv(self, v:typing.Sequence) -> None: ... def glVertex4i(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4iv(self, v:typing.Sequence) -> None: ... def glVertex4s(self, x:int, y:int, z:int, w:int) -> None: ... def glVertex4sv(self, v:typing.Sequence) -> 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) -> typing.Tuple: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexP3ui(self, type:int, value:int) -> None: ... def glVertexP3uiv(self, type:int, value:typing.Sequence) -> None: ... def glVertexP4ui(self, type:int, value:int) -> None: ... def glVertexP4uiv(self, type:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def glWindowPos2d(self, x:float, y:float) -> None: ... def glWindowPos2dv(self, v:typing.Sequence) -> None: ... def glWindowPos2f(self, x:float, y:float) -> None: ... def glWindowPos2fv(self, v:typing.Sequence) -> None: ... def glWindowPos2i(self, x:int, y:int) -> None: ... def glWindowPos2iv(self, v:typing.Sequence) -> None: ... def glWindowPos2s(self, x:int, y:int) -> None: ... def glWindowPos2sv(self, v:typing.Sequence) -> None: ... def glWindowPos3d(self, x:float, y:float, z:float) -> None: ... def glWindowPos3dv(self, v:typing.Sequence) -> None: ... def glWindowPos3f(self, x:float, y:float, z:float) -> None: ... def glWindowPos3fv(self, v:typing.Sequence) -> None: ... def glWindowPos3i(self, x:int, y:int, z:int) -> None: ... def glWindowPos3iv(self, v:typing.Sequence) -> None: ... def glWindowPos3s(self, x:int, y:int, z:int) -> None: ... def glWindowPos3sv(self, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... class QOpenGLFunctions_4_5_Core(PySide2.QtGui.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) -> 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:typing.Sequence) -> None: ... def glBindBuffersRange(self, target:int, first:int, count:int) -> typing.Tuple: ... def glBindFragDataLocation(self, program:int, color:int, name:bytes) -> None: ... def glBindFragDataLocationIndexed(self, program:int, colorNumber:int, index:int, name:bytes) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glBindTransformFeedback(self, target:int, id:int) -> None: ... def glBindVertexArray(self, array:int) -> None: ... def glBindVertexBuffers(self, first:int, count:int) -> typing.Tuple: ... 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:typing.Sequence) -> None: ... def glClearBufferiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearBufferuiv(self, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glClearNamedFramebufferiv(self, framebuffer:int, buffer:int, drawbuffer:int, value:typing.Sequence) -> None: ... def glClearNamedFramebufferuiv(self, framebuffer:int, buffer:int, drawbuffer:int, value:typing.Sequence) -> 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:typing.Sequence, enabled:int) -> None: ... def glDebugMessageInsert(self, source:int, type:int, id:int, severity:int, length:int, buf:bytes) -> None: ... def glDeleteBuffers(self, n:int, buffers:typing.Sequence) -> None: ... def glDeleteFramebuffers(self, n:int, framebuffers:typing.Sequence) -> None: ... def glDeleteProgram(self, program:int) -> None: ... def glDeleteProgramPipelines(self, n:int, pipelines:typing.Sequence) -> None: ... def glDeleteQueries(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteRenderbuffers(self, n:int, renderbuffers:typing.Sequence) -> None: ... def glDeleteSamplers(self, count:int, samplers:typing.Sequence) -> None: ... def glDeleteShader(self, shader:int) -> None: ... def glDeleteTextures(self, n:int, textures:typing.Sequence) -> None: ... def glDeleteTransformFeedbacks(self, n:int, ids:typing.Sequence) -> None: ... def glDeleteVertexArrays(self, n:int, arrays:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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) -> int: ... 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 glGetError(self) -> int: ... def glGetFragDataIndex(self, program:int, name:bytes) -> int: ... def glGetFragDataLocation(self, program:int, name:bytes) -> int: ... def glGetGraphicsResetStatus(self) -> int: ... def glGetProgramResourceIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocation(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetProgramResourceLocationIndex(self, program:int, programInterface:int, name:bytes) -> int: ... def glGetString(self, name:int) -> bytes: ... def glGetStringi(self, name:int, index:int) -> bytes: ... def glGetSubroutineIndex(self, program:int, shadertype:int, name:bytes) -> int: ... def glGetSubroutineUniformLocation(self, program:int, shadertype:int, name:bytes) -> 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) -> int: ... def glGetUniformLocation(self, program:int, name:bytes) -> 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:typing.Sequence) -> None: ... def glInvalidateNamedFramebufferData(self, framebuffer:int, numAttachments:int, attachments:typing.Sequence) -> None: ... def glInvalidateNamedFramebufferSubData(self, framebuffer:int, numAttachments:int, attachments:typing.Sequence, x:int, y:int, width:int, height:int) -> None: ... def glInvalidateSubFramebuffer(self, target:int, numAttachments:int, attachments:typing.Sequence, 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:typing.Sequence, count:typing.Sequence, drawcount:int) -> None: ... def glMultiDrawArraysIndirect(self, mode:int, indirect:int, drawcount:int, stride:int) -> None: ... def glNamedBufferData(self, buffer:int, size:int, data:int, usage:int) -> None: ... def glNamedBufferStorage(self, buffer:int, size:int, data:int, flags:int) -> None: ... def glNamedFramebufferDrawBuffer(self, framebuffer:int, buf:int) -> None: ... def glNamedFramebufferDrawBuffers(self, framebuffer:int, n:int, bufs:typing.Sequence) -> 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) -> None: ... def glObjectPtrLabel(self, ptr:int, length:int, label:bytes) -> None: ... def glPatchParameterfv(self, pname:int, values:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glPointParameteri(self, pname:int, param:int) -> None: ... def glPointParameteriv(self, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniform1f(self, program:int, location:int, v0:float) -> None: ... def glProgramUniform1fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1i(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform1ui(self, program:int, location:int, v0:int) -> None: ... def glProgramUniform1uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2d(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2dv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2f(self, program:int, location:int, v0:float, v1:float) -> None: ... def glProgramUniform2fv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2i(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2iv(self, program:int, location:int, count:int, value:typing.Sequence) -> None: ... def glProgramUniform2ui(self, program:int, location:int, v0:int, v1:int) -> None: ... def glProgramUniform2uiv(self, program:int, location:int, count:int, value:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glProgramUniformMatrix2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix2x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix3x4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x2fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3dv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProgramUniformMatrix4x3fv(self, program:int, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glProvokingVertex(self, mode:int) -> None: ... def glPushDebugGroup(self, source:int, id:int, length:int, message:bytes) -> 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:typing.Sequence) -> None: ... def glSamplerParameterIuiv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameterf(self, sampler:int, pname:int, param:float) -> None: ... def glSamplerParameterfv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glSamplerParameteri(self, sampler:int, pname:int, param:int) -> None: ... def glSamplerParameteriv(self, sampler:int, pname:int, param:typing.Sequence) -> None: ... def glScissor(self, x:int, y:int, width:int, height:int) -> None: ... def glScissorArrayv(self, first:int, count:int, v:typing.Sequence) -> None: ... def glScissorIndexed(self, index:int, left:int, bottom:int, width:int, height:int) -> None: ... def glScissorIndexedv(self, index:int, v:typing.Sequence) -> None: ... def glShaderBinary(self, count:int, shaders:typing.Sequence, 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:typing.Sequence) -> None: ... def glTexParameterIuiv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameterf(self, target:int, pname:int, param:float) -> None: ... def glTexParameterfv(self, target:int, pname:int, params:typing.Sequence) -> None: ... def glTexParameteri(self, target:int, pname:int, param:int) -> None: ... def glTexParameteriv(self, target:int, pname:int, params:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glTextureParameterIuiv(self, texture:int, pname:int, params:typing.Sequence) -> None: ... def glTextureParameterf(self, texture:int, pname:int, param:float) -> None: ... def glTextureParameterfv(self, texture:int, pname:int, param:typing.Sequence) -> None: ... def glTextureParameteri(self, texture:int, pname:int, param:int) -> None: ... def glTextureParameteriv(self, texture:int, pname:int, param:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glUniform1f(self, location:int, v0:float) -> None: ... def glUniform1fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1i(self, location:int, v0:int) -> None: ... def glUniform1iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform1ui(self, location:int, v0:int) -> None: ... def glUniform1uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2d(self, location:int, x:float, y:float) -> None: ... def glUniform2dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2f(self, location:int, v0:float, v1:float) -> None: ... def glUniform2fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2i(self, location:int, v0:int, v1:int) -> None: ... def glUniform2iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform2ui(self, location:int, v0:int, v1:int) -> None: ... def glUniform2uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3d(self, location:int, x:float, y:float, z:float) -> None: ... def glUniform3dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3f(self, location:int, v0:float, v1:float, v2:float) -> None: ... def glUniform3fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3i(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform3ui(self, location:int, v0:int, v1:int, v2:int) -> None: ... def glUniform3uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4d(self, location:int, x:float, y:float, z:float, w:float) -> None: ... def glUniform4dv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4f(self, location:int, v0:float, v1:float, v2:float, v3:float) -> None: ... def glUniform4fv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4i(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4iv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniform4ui(self, location:int, v0:int, v1:int, v2:int, v3:int) -> None: ... def glUniform4uiv(self, location:int, count:int, value:typing.Sequence) -> None: ... def glUniformBlockBinding(self, program:int, uniformBlockIndex:int, uniformBlockBinding:int) -> None: ... def glUniformMatrix2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix2x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix3x4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x2fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3dv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformMatrix4x3fv(self, location:int, count:int, transpose:int, value:typing.Sequence) -> None: ... def glUniformSubroutinesuiv(self, shadertype:int, count:int, indices:typing.Sequence) -> 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) -> typing.Tuple: ... def glVertexAttrib1d(self, index:int, x:float) -> None: ... def glVertexAttrib1dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1f(self, index:int, x:float) -> None: ... def glVertexAttrib1fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib1s(self, index:int, x:int) -> None: ... def glVertexAttrib1sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2f(self, index:int, x:float, y:float) -> None: ... def glVertexAttrib2fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib2s(self, index:int, x:int, y:int) -> None: ... def glVertexAttrib2sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3f(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttrib3fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib3s(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttrib3sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nbv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Niv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nsv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nub(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4Nubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4Nuiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4Nusv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4bv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4f(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttrib4fv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4s(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttrib4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttrib4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttrib4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribI1ui(self, index:int, x:int) -> None: ... def glVertexAttribI1uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2i(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI2ui(self, index:int, x:int, y:int) -> None: ... def glVertexAttribI2uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3i(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI3ui(self, index:int, x:int, y:int, z:int) -> None: ... def glVertexAttribI3uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4bv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4i(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4iv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4sv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4ubv(self, index:int, v:bytes) -> None: ... def glVertexAttribI4ui(self, index:int, x:int, y:int, z:int, w:int) -> None: ... def glVertexAttribI4uiv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribI4usv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribL2d(self, index:int, x:float, y:float) -> None: ... def glVertexAttribL2dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL3d(self, index:int, x:float, y:float, z:float) -> None: ... def glVertexAttribL3dv(self, index:int, v:typing.Sequence) -> None: ... def glVertexAttribL4d(self, index:int, x:float, y:float, z:float, w:float) -> None: ... def glVertexAttribL4dv(self, index:int, v:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glVertexAttribP2ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP2uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP3ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP3uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> None: ... def glVertexAttribP4ui(self, index:int, type:int, normalized:int, value:int) -> None: ... def glVertexAttribP4uiv(self, index:int, type:int, normalized:int, value:typing.Sequence) -> 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:typing.Sequence) -> None: ... def glViewportIndexedf(self, index:int, x:float, y:float, w:float, h:float) -> None: ... def glViewportIndexedfv(self, index:int, v:typing.Sequence) -> None: ... def initializeOpenGLFunctions(self) -> bool: ... # eof