'''Autogenerated by xml_generate script, do not edit!''' from OpenGL import platform as _p, arrays # Code generation uses this from OpenGL.raw.GL import _types as _cs # End users want this... from OpenGL.raw.GL._types import * from OpenGL.raw.GL import _errors from OpenGL.constant import Constant as _C import ctypes _EXTENSION_NAME = 'GL_VERSION_GL_1_0' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_VERSION_GL_1_0',error_checker=_errors._error_checker) GL_2D=_C('GL_2D',0x0600) GL_2_BYTES=_C('GL_2_BYTES',0x1407) GL_3D=_C('GL_3D',0x0601) GL_3D_COLOR=_C('GL_3D_COLOR',0x0602) GL_3D_COLOR_TEXTURE=_C('GL_3D_COLOR_TEXTURE',0x0603) GL_3_BYTES=_C('GL_3_BYTES',0x1408) GL_4D_COLOR_TEXTURE=_C('GL_4D_COLOR_TEXTURE',0x0604) GL_4_BYTES=_C('GL_4_BYTES',0x1409) GL_ACCUM=_C('GL_ACCUM',0x0100) GL_ACCUM_ALPHA_BITS=_C('GL_ACCUM_ALPHA_BITS',0x0D5B) GL_ACCUM_BLUE_BITS=_C('GL_ACCUM_BLUE_BITS',0x0D5A) GL_ACCUM_BUFFER_BIT=_C('GL_ACCUM_BUFFER_BIT',0x00000200) GL_ACCUM_CLEAR_VALUE=_C('GL_ACCUM_CLEAR_VALUE',0x0B80) GL_ACCUM_GREEN_BITS=_C('GL_ACCUM_GREEN_BITS',0x0D59) GL_ACCUM_RED_BITS=_C('GL_ACCUM_RED_BITS',0x0D58) GL_ADD=_C('GL_ADD',0x0104) GL_ALL_ATTRIB_BITS=_C('GL_ALL_ATTRIB_BITS',0xFFFFFFFF) GL_ALPHA=_C('GL_ALPHA',0x1906) GL_ALPHA_BIAS=_C('GL_ALPHA_BIAS',0x0D1D) GL_ALPHA_BITS=_C('GL_ALPHA_BITS',0x0D55) GL_ALPHA_SCALE=_C('GL_ALPHA_SCALE',0x0D1C) GL_ALPHA_TEST=_C('GL_ALPHA_TEST',0x0BC0) GL_ALPHA_TEST_FUNC=_C('GL_ALPHA_TEST_FUNC',0x0BC1) GL_ALPHA_TEST_REF=_C('GL_ALPHA_TEST_REF',0x0BC2) GL_ALWAYS=_C('GL_ALWAYS',0x0207) GL_AMBIENT=_C('GL_AMBIENT',0x1200) GL_AMBIENT_AND_DIFFUSE=_C('GL_AMBIENT_AND_DIFFUSE',0x1602) GL_AND=_C('GL_AND',0x1501) GL_AND_INVERTED=_C('GL_AND_INVERTED',0x1504) GL_AND_REVERSE=_C('GL_AND_REVERSE',0x1502) GL_ATTRIB_STACK_DEPTH=_C('GL_ATTRIB_STACK_DEPTH',0x0BB0) GL_AUTO_NORMAL=_C('GL_AUTO_NORMAL',0x0D80) GL_AUX0=_C('GL_AUX0',0x0409) GL_AUX1=_C('GL_AUX1',0x040A) GL_AUX2=_C('GL_AUX2',0x040B) GL_AUX3=_C('GL_AUX3',0x040C) GL_AUX_BUFFERS=_C('GL_AUX_BUFFERS',0x0C00) GL_BACK=_C('GL_BACK',0x0405) GL_BACK_LEFT=_C('GL_BACK_LEFT',0x0402) GL_BACK_RIGHT=_C('GL_BACK_RIGHT',0x0403) GL_BITMAP=_C('GL_BITMAP',0x1A00) GL_BITMAP_TOKEN=_C('GL_BITMAP_TOKEN',0x0704) GL_BLEND=_C('GL_BLEND',0x0BE2) GL_BLEND_DST=_C('GL_BLEND_DST',0x0BE0) GL_BLEND_SRC=_C('GL_BLEND_SRC',0x0BE1) GL_BLUE=_C('GL_BLUE',0x1905) GL_BLUE_BIAS=_C('GL_BLUE_BIAS',0x0D1B) GL_BLUE_BITS=_C('GL_BLUE_BITS',0x0D54) GL_BLUE_SCALE=_C('GL_BLUE_SCALE',0x0D1A) GL_BYTE=_C('GL_BYTE',0x1400) GL_CCW=_C('GL_CCW',0x0901) GL_CLAMP=_C('GL_CLAMP',0x2900) GL_CLEAR=_C('GL_CLEAR',0x1500) GL_CLIP_PLANE0=_C('GL_CLIP_PLANE0',0x3000) GL_CLIP_PLANE1=_C('GL_CLIP_PLANE1',0x3001) GL_CLIP_PLANE2=_C('GL_CLIP_PLANE2',0x3002) GL_CLIP_PLANE3=_C('GL_CLIP_PLANE3',0x3003) GL_CLIP_PLANE4=_C('GL_CLIP_PLANE4',0x3004) GL_CLIP_PLANE5=_C('GL_CLIP_PLANE5',0x3005) GL_COEFF=_C('GL_COEFF',0x0A00) GL_COLOR=_C('GL_COLOR',0x1800) GL_COLOR_BUFFER_BIT=_C('GL_COLOR_BUFFER_BIT',0x00004000) GL_COLOR_CLEAR_VALUE=_C('GL_COLOR_CLEAR_VALUE',0x0C22) GL_COLOR_INDEX=_C('GL_COLOR_INDEX',0x1900) GL_COLOR_INDEXES=_C('GL_COLOR_INDEXES',0x1603) GL_COLOR_MATERIAL=_C('GL_COLOR_MATERIAL',0x0B57) GL_COLOR_MATERIAL_FACE=_C('GL_COLOR_MATERIAL_FACE',0x0B55) GL_COLOR_MATERIAL_PARAMETER=_C('GL_COLOR_MATERIAL_PARAMETER',0x0B56) GL_COLOR_WRITEMASK=_C('GL_COLOR_WRITEMASK',0x0C23) GL_COMPILE=_C('GL_COMPILE',0x1300) GL_COMPILE_AND_EXECUTE=_C('GL_COMPILE_AND_EXECUTE',0x1301) GL_CONSTANT_ATTENUATION=_C('GL_CONSTANT_ATTENUATION',0x1207) GL_COPY=_C('GL_COPY',0x1503) GL_COPY_INVERTED=_C('GL_COPY_INVERTED',0x150C) GL_COPY_PIXEL_TOKEN=_C('GL_COPY_PIXEL_TOKEN',0x0706) GL_CULL_FACE=_C('GL_CULL_FACE',0x0B44) GL_CULL_FACE_MODE=_C('GL_CULL_FACE_MODE',0x0B45) GL_CURRENT_BIT=_C('GL_CURRENT_BIT',0x00000001) GL_CURRENT_COLOR=_C('GL_CURRENT_COLOR',0x0B00) GL_CURRENT_INDEX=_C('GL_CURRENT_INDEX',0x0B01) GL_CURRENT_NORMAL=_C('GL_CURRENT_NORMAL',0x0B02) GL_CURRENT_RASTER_COLOR=_C('GL_CURRENT_RASTER_COLOR',0x0B04) GL_CURRENT_RASTER_DISTANCE=_C('GL_CURRENT_RASTER_DISTANCE',0x0B09) GL_CURRENT_RASTER_INDEX=_C('GL_CURRENT_RASTER_INDEX',0x0B05) GL_CURRENT_RASTER_POSITION=_C('GL_CURRENT_RASTER_POSITION',0x0B07) GL_CURRENT_RASTER_POSITION_VALID=_C('GL_CURRENT_RASTER_POSITION_VALID',0x0B08) GL_CURRENT_RASTER_TEXTURE_COORDS=_C('GL_CURRENT_RASTER_TEXTURE_COORDS',0x0B06) GL_CURRENT_TEXTURE_COORDS=_C('GL_CURRENT_TEXTURE_COORDS',0x0B03) GL_CW=_C('GL_CW',0x0900) GL_DECAL=_C('GL_DECAL',0x2101) GL_DECR=_C('GL_DECR',0x1E03) GL_DEPTH=_C('GL_DEPTH',0x1801) GL_DEPTH_BIAS=_C('GL_DEPTH_BIAS',0x0D1F) GL_DEPTH_BITS=_C('GL_DEPTH_BITS',0x0D56) GL_DEPTH_BUFFER_BIT=_C('GL_DEPTH_BUFFER_BIT',0x00000100) GL_DEPTH_CLEAR_VALUE=_C('GL_DEPTH_CLEAR_VALUE',0x0B73) GL_DEPTH_COMPONENT=_C('GL_DEPTH_COMPONENT',0x1902) GL_DEPTH_FUNC=_C('GL_DEPTH_FUNC',0x0B74) GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70) GL_DEPTH_SCALE=_C('GL_DEPTH_SCALE',0x0D1E) GL_DEPTH_TEST=_C('GL_DEPTH_TEST',0x0B71) GL_DEPTH_WRITEMASK=_C('GL_DEPTH_WRITEMASK',0x0B72) GL_DIFFUSE=_C('GL_DIFFUSE',0x1201) GL_DITHER=_C('GL_DITHER',0x0BD0) GL_DOMAIN=_C('GL_DOMAIN',0x0A02) GL_DONT_CARE=_C('GL_DONT_CARE',0x1100) GL_DOUBLEBUFFER=_C('GL_DOUBLEBUFFER',0x0C32) GL_DRAW_BUFFER=_C('GL_DRAW_BUFFER',0x0C01) GL_DRAW_PIXEL_TOKEN=_C('GL_DRAW_PIXEL_TOKEN',0x0705) GL_DST_ALPHA=_C('GL_DST_ALPHA',0x0304) GL_DST_COLOR=_C('GL_DST_COLOR',0x0306) GL_EDGE_FLAG=_C('GL_EDGE_FLAG',0x0B43) GL_EMISSION=_C('GL_EMISSION',0x1600) GL_ENABLE_BIT=_C('GL_ENABLE_BIT',0x00002000) GL_EQUAL=_C('GL_EQUAL',0x0202) GL_EQUIV=_C('GL_EQUIV',0x1509) GL_EVAL_BIT=_C('GL_EVAL_BIT',0x00010000) GL_EXP=_C('GL_EXP',0x0800) GL_EXP2=_C('GL_EXP2',0x0801) GL_EXTENSIONS=_C('GL_EXTENSIONS',0x1F03) GL_EYE_LINEAR=_C('GL_EYE_LINEAR',0x2400) GL_EYE_PLANE=_C('GL_EYE_PLANE',0x2502) GL_FALSE=_C('GL_FALSE',0) GL_FASTEST=_C('GL_FASTEST',0x1101) GL_FEEDBACK=_C('GL_FEEDBACK',0x1C01) GL_FILL=_C('GL_FILL',0x1B02) GL_FLAT=_C('GL_FLAT',0x1D00) GL_FLOAT=_C('GL_FLOAT',0x1406) GL_FOG=_C('GL_FOG',0x0B60) GL_FOG_BIT=_C('GL_FOG_BIT',0x00000080) GL_FOG_COLOR=_C('GL_FOG_COLOR',0x0B66) GL_FOG_DENSITY=_C('GL_FOG_DENSITY',0x0B62) GL_FOG_END=_C('GL_FOG_END',0x0B64) GL_FOG_HINT=_C('GL_FOG_HINT',0x0C54) GL_FOG_INDEX=_C('GL_FOG_INDEX',0x0B61) GL_FOG_MODE=_C('GL_FOG_MODE',0x0B65) GL_FOG_START=_C('GL_FOG_START',0x0B63) GL_FRONT=_C('GL_FRONT',0x0404) GL_FRONT_AND_BACK=_C('GL_FRONT_AND_BACK',0x0408) GL_FRONT_FACE=_C('GL_FRONT_FACE',0x0B46) GL_FRONT_LEFT=_C('GL_FRONT_LEFT',0x0400) GL_FRONT_RIGHT=_C('GL_FRONT_RIGHT',0x0401) GL_GEQUAL=_C('GL_GEQUAL',0x0206) GL_GREATER=_C('GL_GREATER',0x0204) GL_GREEN=_C('GL_GREEN',0x1904) GL_GREEN_BIAS=_C('GL_GREEN_BIAS',0x0D19) GL_GREEN_BITS=_C('GL_GREEN_BITS',0x0D53) GL_GREEN_SCALE=_C('GL_GREEN_SCALE',0x0D18) GL_HINT_BIT=_C('GL_HINT_BIT',0x00008000) GL_INCR=_C('GL_INCR',0x1E02) GL_INDEX_BITS=_C('GL_INDEX_BITS',0x0D51) GL_INDEX_CLEAR_VALUE=_C('GL_INDEX_CLEAR_VALUE',0x0C20) GL_INDEX_MODE=_C('GL_INDEX_MODE',0x0C30) GL_INDEX_OFFSET=_C('GL_INDEX_OFFSET',0x0D13) GL_INDEX_SHIFT=_C('GL_INDEX_SHIFT',0x0D12) GL_INDEX_WRITEMASK=_C('GL_INDEX_WRITEMASK',0x0C21) GL_INT=_C('GL_INT',0x1404) GL_INVALID_ENUM=_C('GL_INVALID_ENUM',0x0500) GL_INVALID_OPERATION=_C('GL_INVALID_OPERATION',0x0502) GL_INVALID_VALUE=_C('GL_INVALID_VALUE',0x0501) GL_INVERT=_C('GL_INVERT',0x150A) GL_KEEP=_C('GL_KEEP',0x1E00) GL_LEFT=_C('GL_LEFT',0x0406) GL_LEQUAL=_C('GL_LEQUAL',0x0203) GL_LESS=_C('GL_LESS',0x0201) GL_LIGHT0=_C('GL_LIGHT0',0x4000) GL_LIGHT1=_C('GL_LIGHT1',0x4001) GL_LIGHT2=_C('GL_LIGHT2',0x4002) GL_LIGHT3=_C('GL_LIGHT3',0x4003) GL_LIGHT4=_C('GL_LIGHT4',0x4004) GL_LIGHT5=_C('GL_LIGHT5',0x4005) GL_LIGHT6=_C('GL_LIGHT6',0x4006) GL_LIGHT7=_C('GL_LIGHT7',0x4007) GL_LIGHTING=_C('GL_LIGHTING',0x0B50) GL_LIGHTING_BIT=_C('GL_LIGHTING_BIT',0x00000040) GL_LIGHT_MODEL_AMBIENT=_C('GL_LIGHT_MODEL_AMBIENT',0x0B53) GL_LIGHT_MODEL_LOCAL_VIEWER=_C('GL_LIGHT_MODEL_LOCAL_VIEWER',0x0B51) GL_LIGHT_MODEL_TWO_SIDE=_C('GL_LIGHT_MODEL_TWO_SIDE',0x0B52) GL_LINE=_C('GL_LINE',0x1B01) GL_LINEAR=_C('GL_LINEAR',0x2601) GL_LINEAR_ATTENUATION=_C('GL_LINEAR_ATTENUATION',0x1208) GL_LINEAR_MIPMAP_LINEAR=_C('GL_LINEAR_MIPMAP_LINEAR',0x2703) GL_LINEAR_MIPMAP_NEAREST=_C('GL_LINEAR_MIPMAP_NEAREST',0x2701) GL_LINES=_C('GL_LINES',0x0001) GL_LINE_BIT=_C('GL_LINE_BIT',0x00000004) GL_LINE_LOOP=_C('GL_LINE_LOOP',0x0002) GL_LINE_RESET_TOKEN=_C('GL_LINE_RESET_TOKEN',0x0707) GL_LINE_SMOOTH=_C('GL_LINE_SMOOTH',0x0B20) GL_LINE_SMOOTH_HINT=_C('GL_LINE_SMOOTH_HINT',0x0C52) GL_LINE_STIPPLE=_C('GL_LINE_STIPPLE',0x0B24) GL_LINE_STIPPLE_PATTERN=_C('GL_LINE_STIPPLE_PATTERN',0x0B25) GL_LINE_STIPPLE_REPEAT=_C('GL_LINE_STIPPLE_REPEAT',0x0B26) GL_LINE_STRIP=_C('GL_LINE_STRIP',0x0003) GL_LINE_TOKEN=_C('GL_LINE_TOKEN',0x0702) GL_LINE_WIDTH=_C('GL_LINE_WIDTH',0x0B21) GL_LINE_WIDTH_GRANULARITY=_C('GL_LINE_WIDTH_GRANULARITY',0x0B23) GL_LINE_WIDTH_RANGE=_C('GL_LINE_WIDTH_RANGE',0x0B22) GL_LIST_BASE=_C('GL_LIST_BASE',0x0B32) GL_LIST_BIT=_C('GL_LIST_BIT',0x00020000) GL_LIST_INDEX=_C('GL_LIST_INDEX',0x0B33) GL_LIST_MODE=_C('GL_LIST_MODE',0x0B30) GL_LOAD=_C('GL_LOAD',0x0101) GL_LOGIC_OP=_C('GL_LOGIC_OP',0x0BF1) GL_LOGIC_OP_MODE=_C('GL_LOGIC_OP_MODE',0x0BF0) GL_LUMINANCE=_C('GL_LUMINANCE',0x1909) GL_LUMINANCE_ALPHA=_C('GL_LUMINANCE_ALPHA',0x190A) GL_MAP1_COLOR_4=_C('GL_MAP1_COLOR_4',0x0D90) GL_MAP1_GRID_DOMAIN=_C('GL_MAP1_GRID_DOMAIN',0x0DD0) GL_MAP1_GRID_SEGMENTS=_C('GL_MAP1_GRID_SEGMENTS',0x0DD1) GL_MAP1_INDEX=_C('GL_MAP1_INDEX',0x0D91) GL_MAP1_NORMAL=_C('GL_MAP1_NORMAL',0x0D92) GL_MAP1_TEXTURE_COORD_1=_C('GL_MAP1_TEXTURE_COORD_1',0x0D93) GL_MAP1_TEXTURE_COORD_2=_C('GL_MAP1_TEXTURE_COORD_2',0x0D94) GL_MAP1_TEXTURE_COORD_3=_C('GL_MAP1_TEXTURE_COORD_3',0x0D95) GL_MAP1_TEXTURE_COORD_4=_C('GL_MAP1_TEXTURE_COORD_4',0x0D96) GL_MAP1_VERTEX_3=_C('GL_MAP1_VERTEX_3',0x0D97) GL_MAP1_VERTEX_4=_C('GL_MAP1_VERTEX_4',0x0D98) GL_MAP2_COLOR_4=_C('GL_MAP2_COLOR_4',0x0DB0) GL_MAP2_GRID_DOMAIN=_C('GL_MAP2_GRID_DOMAIN',0x0DD2) GL_MAP2_GRID_SEGMENTS=_C('GL_MAP2_GRID_SEGMENTS',0x0DD3) GL_MAP2_INDEX=_C('GL_MAP2_INDEX',0x0DB1) GL_MAP2_NORMAL=_C('GL_MAP2_NORMAL',0x0DB2) GL_MAP2_TEXTURE_COORD_1=_C('GL_MAP2_TEXTURE_COORD_1',0x0DB3) GL_MAP2_TEXTURE_COORD_2=_C('GL_MAP2_TEXTURE_COORD_2',0x0DB4) GL_MAP2_TEXTURE_COORD_3=_C('GL_MAP2_TEXTURE_COORD_3',0x0DB5) GL_MAP2_TEXTURE_COORD_4=_C('GL_MAP2_TEXTURE_COORD_4',0x0DB6) GL_MAP2_VERTEX_3=_C('GL_MAP2_VERTEX_3',0x0DB7) GL_MAP2_VERTEX_4=_C('GL_MAP2_VERTEX_4',0x0DB8) GL_MAP_COLOR=_C('GL_MAP_COLOR',0x0D10) GL_MAP_STENCIL=_C('GL_MAP_STENCIL',0x0D11) GL_MATRIX_MODE=_C('GL_MATRIX_MODE',0x0BA0) GL_MAX_ATTRIB_STACK_DEPTH=_C('GL_MAX_ATTRIB_STACK_DEPTH',0x0D35) GL_MAX_CLIP_PLANES=_C('GL_MAX_CLIP_PLANES',0x0D32) GL_MAX_EVAL_ORDER=_C('GL_MAX_EVAL_ORDER',0x0D30) GL_MAX_LIGHTS=_C('GL_MAX_LIGHTS',0x0D31) GL_MAX_LIST_NESTING=_C('GL_MAX_LIST_NESTING',0x0B31) GL_MAX_MODELVIEW_STACK_DEPTH=_C('GL_MAX_MODELVIEW_STACK_DEPTH',0x0D36) GL_MAX_NAME_STACK_DEPTH=_C('GL_MAX_NAME_STACK_DEPTH',0x0D37) GL_MAX_PIXEL_MAP_TABLE=_C('GL_MAX_PIXEL_MAP_TABLE',0x0D34) GL_MAX_PROJECTION_STACK_DEPTH=_C('GL_MAX_PROJECTION_STACK_DEPTH',0x0D38) GL_MAX_TEXTURE_SIZE=_C('GL_MAX_TEXTURE_SIZE',0x0D33) GL_MAX_TEXTURE_STACK_DEPTH=_C('GL_MAX_TEXTURE_STACK_DEPTH',0x0D39) GL_MAX_VIEWPORT_DIMS=_C('GL_MAX_VIEWPORT_DIMS',0x0D3A) GL_MODELVIEW=_C('GL_MODELVIEW',0x1700) GL_MODELVIEW_MATRIX=_C('GL_MODELVIEW_MATRIX',0x0BA6) GL_MODELVIEW_STACK_DEPTH=_C('GL_MODELVIEW_STACK_DEPTH',0x0BA3) GL_MODULATE=_C('GL_MODULATE',0x2100) GL_MULT=_C('GL_MULT',0x0103) GL_NAME_STACK_DEPTH=_C('GL_NAME_STACK_DEPTH',0x0D70) GL_NAND=_C('GL_NAND',0x150E) GL_NEAREST=_C('GL_NEAREST',0x2600) GL_NEAREST_MIPMAP_LINEAR=_C('GL_NEAREST_MIPMAP_LINEAR',0x2702) GL_NEAREST_MIPMAP_NEAREST=_C('GL_NEAREST_MIPMAP_NEAREST',0x2700) GL_NEVER=_C('GL_NEVER',0x0200) GL_NICEST=_C('GL_NICEST',0x1102) GL_NONE=_C('GL_NONE',0) GL_NOOP=_C('GL_NOOP',0x1505) GL_NOR=_C('GL_NOR',0x1508) GL_NORMALIZE=_C('GL_NORMALIZE',0x0BA1) GL_NOTEQUAL=_C('GL_NOTEQUAL',0x0205) GL_NO_ERROR=_C('GL_NO_ERROR',0) GL_OBJECT_LINEAR=_C('GL_OBJECT_LINEAR',0x2401) GL_OBJECT_PLANE=_C('GL_OBJECT_PLANE',0x2501) GL_ONE=_C('GL_ONE',1) GL_ONE_MINUS_DST_ALPHA=_C('GL_ONE_MINUS_DST_ALPHA',0x0305) GL_ONE_MINUS_DST_COLOR=_C('GL_ONE_MINUS_DST_COLOR',0x0307) GL_ONE_MINUS_SRC_ALPHA=_C('GL_ONE_MINUS_SRC_ALPHA',0x0303) GL_ONE_MINUS_SRC_COLOR=_C('GL_ONE_MINUS_SRC_COLOR',0x0301) GL_OR=_C('GL_OR',0x1507) GL_ORDER=_C('GL_ORDER',0x0A01) GL_OR_INVERTED=_C('GL_OR_INVERTED',0x150D) GL_OR_REVERSE=_C('GL_OR_REVERSE',0x150B) GL_OUT_OF_MEMORY=_C('GL_OUT_OF_MEMORY',0x0505) GL_PACK_ALIGNMENT=_C('GL_PACK_ALIGNMENT',0x0D05) GL_PACK_LSB_FIRST=_C('GL_PACK_LSB_FIRST',0x0D01) GL_PACK_ROW_LENGTH=_C('GL_PACK_ROW_LENGTH',0x0D02) GL_PACK_SKIP_PIXELS=_C('GL_PACK_SKIP_PIXELS',0x0D04) GL_PACK_SKIP_ROWS=_C('GL_PACK_SKIP_ROWS',0x0D03) GL_PACK_SWAP_BYTES=_C('GL_PACK_SWAP_BYTES',0x0D00) GL_PASS_THROUGH_TOKEN=_C('GL_PASS_THROUGH_TOKEN',0x0700) GL_PERSPECTIVE_CORRECTION_HINT=_C('GL_PERSPECTIVE_CORRECTION_HINT',0x0C50) GL_PIXEL_MAP_A_TO_A=_C('GL_PIXEL_MAP_A_TO_A',0x0C79) GL_PIXEL_MAP_A_TO_A_SIZE=_C('GL_PIXEL_MAP_A_TO_A_SIZE',0x0CB9) GL_PIXEL_MAP_B_TO_B=_C('GL_PIXEL_MAP_B_TO_B',0x0C78) GL_PIXEL_MAP_B_TO_B_SIZE=_C('GL_PIXEL_MAP_B_TO_B_SIZE',0x0CB8) GL_PIXEL_MAP_G_TO_G=_C('GL_PIXEL_MAP_G_TO_G',0x0C77) GL_PIXEL_MAP_G_TO_G_SIZE=_C('GL_PIXEL_MAP_G_TO_G_SIZE',0x0CB7) GL_PIXEL_MAP_I_TO_A=_C('GL_PIXEL_MAP_I_TO_A',0x0C75) GL_PIXEL_MAP_I_TO_A_SIZE=_C('GL_PIXEL_MAP_I_TO_A_SIZE',0x0CB5) GL_PIXEL_MAP_I_TO_B=_C('GL_PIXEL_MAP_I_TO_B',0x0C74) GL_PIXEL_MAP_I_TO_B_SIZE=_C('GL_PIXEL_MAP_I_TO_B_SIZE',0x0CB4) GL_PIXEL_MAP_I_TO_G=_C('GL_PIXEL_MAP_I_TO_G',0x0C73) GL_PIXEL_MAP_I_TO_G_SIZE=_C('GL_PIXEL_MAP_I_TO_G_SIZE',0x0CB3) GL_PIXEL_MAP_I_TO_I=_C('GL_PIXEL_MAP_I_TO_I',0x0C70) GL_PIXEL_MAP_I_TO_I_SIZE=_C('GL_PIXEL_MAP_I_TO_I_SIZE',0x0CB0) GL_PIXEL_MAP_I_TO_R=_C('GL_PIXEL_MAP_I_TO_R',0x0C72) GL_PIXEL_MAP_I_TO_R_SIZE=_C('GL_PIXEL_MAP_I_TO_R_SIZE',0x0CB2) GL_PIXEL_MAP_R_TO_R=_C('GL_PIXEL_MAP_R_TO_R',0x0C76) GL_PIXEL_MAP_R_TO_R_SIZE=_C('GL_PIXEL_MAP_R_TO_R_SIZE',0x0CB6) GL_PIXEL_MAP_S_TO_S=_C('GL_PIXEL_MAP_S_TO_S',0x0C71) GL_PIXEL_MAP_S_TO_S_SIZE=_C('GL_PIXEL_MAP_S_TO_S_SIZE',0x0CB1) GL_PIXEL_MODE_BIT=_C('GL_PIXEL_MODE_BIT',0x00000020) GL_POINT=_C('GL_POINT',0x1B00) GL_POINTS=_C('GL_POINTS',0x0000) GL_POINT_BIT=_C('GL_POINT_BIT',0x00000002) GL_POINT_SIZE=_C('GL_POINT_SIZE',0x0B11) GL_POINT_SIZE_GRANULARITY=_C('GL_POINT_SIZE_GRANULARITY',0x0B13) GL_POINT_SIZE_RANGE=_C('GL_POINT_SIZE_RANGE',0x0B12) GL_POINT_SMOOTH=_C('GL_POINT_SMOOTH',0x0B10) GL_POINT_SMOOTH_HINT=_C('GL_POINT_SMOOTH_HINT',0x0C51) GL_POINT_TOKEN=_C('GL_POINT_TOKEN',0x0701) GL_POLYGON=_C('GL_POLYGON',0x0009) GL_POLYGON_BIT=_C('GL_POLYGON_BIT',0x00000008) GL_POLYGON_MODE=_C('GL_POLYGON_MODE',0x0B40) GL_POLYGON_SMOOTH=_C('GL_POLYGON_SMOOTH',0x0B41) GL_POLYGON_SMOOTH_HINT=_C('GL_POLYGON_SMOOTH_HINT',0x0C53) GL_POLYGON_STIPPLE=_C('GL_POLYGON_STIPPLE',0x0B42) GL_POLYGON_STIPPLE_BIT=_C('GL_POLYGON_STIPPLE_BIT',0x00000010) GL_POLYGON_TOKEN=_C('GL_POLYGON_TOKEN',0x0703) GL_POSITION=_C('GL_POSITION',0x1203) GL_PROJECTION=_C('GL_PROJECTION',0x1701) GL_PROJECTION_MATRIX=_C('GL_PROJECTION_MATRIX',0x0BA7) GL_PROJECTION_STACK_DEPTH=_C('GL_PROJECTION_STACK_DEPTH',0x0BA4) GL_Q=_C('GL_Q',0x2003) GL_QUADRATIC_ATTENUATION=_C('GL_QUADRATIC_ATTENUATION',0x1209) GL_QUADS=_C('GL_QUADS',0x0007) GL_QUAD_STRIP=_C('GL_QUAD_STRIP',0x0008) GL_R=_C('GL_R',0x2002) GL_READ_BUFFER=_C('GL_READ_BUFFER',0x0C02) GL_RED=_C('GL_RED',0x1903) GL_RED_BIAS=_C('GL_RED_BIAS',0x0D15) GL_RED_BITS=_C('GL_RED_BITS',0x0D52) GL_RED_SCALE=_C('GL_RED_SCALE',0x0D14) GL_RENDER=_C('GL_RENDER',0x1C00) GL_RENDERER=_C('GL_RENDERER',0x1F01) GL_RENDER_MODE=_C('GL_RENDER_MODE',0x0C40) GL_REPEAT=_C('GL_REPEAT',0x2901) GL_REPLACE=_C('GL_REPLACE',0x1E01) GL_RETURN=_C('GL_RETURN',0x0102) GL_RGB=_C('GL_RGB',0x1907) GL_RGBA=_C('GL_RGBA',0x1908) GL_RGBA_MODE=_C('GL_RGBA_MODE',0x0C31) GL_RIGHT=_C('GL_RIGHT',0x0407) GL_S=_C('GL_S',0x2000) GL_SCISSOR_BIT=_C('GL_SCISSOR_BIT',0x00080000) GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10) GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11) GL_SELECT=_C('GL_SELECT',0x1C02) GL_SET=_C('GL_SET',0x150F) GL_SHADE_MODEL=_C('GL_SHADE_MODEL',0x0B54) GL_SHININESS=_C('GL_SHININESS',0x1601) GL_SHORT=_C('GL_SHORT',0x1402) GL_SMOOTH=_C('GL_SMOOTH',0x1D01) GL_SPECULAR=_C('GL_SPECULAR',0x1202) GL_SPHERE_MAP=_C('GL_SPHERE_MAP',0x2402) GL_SPOT_CUTOFF=_C('GL_SPOT_CUTOFF',0x1206) GL_SPOT_DIRECTION=_C('GL_SPOT_DIRECTION',0x1204) GL_SPOT_EXPONENT=_C('GL_SPOT_EXPONENT',0x1205) GL_SRC_ALPHA=_C('GL_SRC_ALPHA',0x0302) GL_SRC_ALPHA_SATURATE=_C('GL_SRC_ALPHA_SATURATE',0x0308) GL_SRC_COLOR=_C('GL_SRC_COLOR',0x0300) GL_STACK_OVERFLOW=_C('GL_STACK_OVERFLOW',0x0503) GL_STACK_UNDERFLOW=_C('GL_STACK_UNDERFLOW',0x0504) GL_STENCIL=_C('GL_STENCIL',0x1802) GL_STENCIL_BITS=_C('GL_STENCIL_BITS',0x0D57) GL_STENCIL_BUFFER_BIT=_C('GL_STENCIL_BUFFER_BIT',0x00000400) GL_STENCIL_CLEAR_VALUE=_C('GL_STENCIL_CLEAR_VALUE',0x0B91) GL_STENCIL_FAIL=_C('GL_STENCIL_FAIL',0x0B94) GL_STENCIL_FUNC=_C('GL_STENCIL_FUNC',0x0B92) GL_STENCIL_INDEX=_C('GL_STENCIL_INDEX',0x1901) GL_STENCIL_PASS_DEPTH_FAIL=_C('GL_STENCIL_PASS_DEPTH_FAIL',0x0B95) GL_STENCIL_PASS_DEPTH_PASS=_C('GL_STENCIL_PASS_DEPTH_PASS',0x0B96) GL_STENCIL_REF=_C('GL_STENCIL_REF',0x0B97) GL_STENCIL_TEST=_C('GL_STENCIL_TEST',0x0B90) GL_STENCIL_VALUE_MASK=_C('GL_STENCIL_VALUE_MASK',0x0B93) GL_STENCIL_WRITEMASK=_C('GL_STENCIL_WRITEMASK',0x0B98) GL_STEREO=_C('GL_STEREO',0x0C33) GL_SUBPIXEL_BITS=_C('GL_SUBPIXEL_BITS',0x0D50) GL_T=_C('GL_T',0x2001) GL_TEXTURE=_C('GL_TEXTURE',0x1702) GL_TEXTURE_1D=_C('GL_TEXTURE_1D',0x0DE0) GL_TEXTURE_2D=_C('GL_TEXTURE_2D',0x0DE1) GL_TEXTURE_BIT=_C('GL_TEXTURE_BIT',0x00040000) GL_TEXTURE_BORDER=_C('GL_TEXTURE_BORDER',0x1005) GL_TEXTURE_BORDER_COLOR=_C('GL_TEXTURE_BORDER_COLOR',0x1004) GL_TEXTURE_COMPONENTS=_C('GL_TEXTURE_COMPONENTS',0x1003) GL_TEXTURE_ENV=_C('GL_TEXTURE_ENV',0x2300) GL_TEXTURE_ENV_COLOR=_C('GL_TEXTURE_ENV_COLOR',0x2201) GL_TEXTURE_ENV_MODE=_C('GL_TEXTURE_ENV_MODE',0x2200) GL_TEXTURE_GEN_MODE=_C('GL_TEXTURE_GEN_MODE',0x2500) GL_TEXTURE_GEN_Q=_C('GL_TEXTURE_GEN_Q',0x0C63) GL_TEXTURE_GEN_R=_C('GL_TEXTURE_GEN_R',0x0C62) GL_TEXTURE_GEN_S=_C('GL_TEXTURE_GEN_S',0x0C60) GL_TEXTURE_GEN_T=_C('GL_TEXTURE_GEN_T',0x0C61) GL_TEXTURE_HEIGHT=_C('GL_TEXTURE_HEIGHT',0x1001) GL_TEXTURE_MAG_FILTER=_C('GL_TEXTURE_MAG_FILTER',0x2800) GL_TEXTURE_MATRIX=_C('GL_TEXTURE_MATRIX',0x0BA8) GL_TEXTURE_MIN_FILTER=_C('GL_TEXTURE_MIN_FILTER',0x2801) GL_TEXTURE_STACK_DEPTH=_C('GL_TEXTURE_STACK_DEPTH',0x0BA5) GL_TEXTURE_WIDTH=_C('GL_TEXTURE_WIDTH',0x1000) GL_TEXTURE_WRAP_S=_C('GL_TEXTURE_WRAP_S',0x2802) GL_TEXTURE_WRAP_T=_C('GL_TEXTURE_WRAP_T',0x2803) GL_TRANSFORM_BIT=_C('GL_TRANSFORM_BIT',0x00001000) GL_TRIANGLES=_C('GL_TRIANGLES',0x0004) GL_TRIANGLE_FAN=_C('GL_TRIANGLE_FAN',0x0006) GL_TRIANGLE_STRIP=_C('GL_TRIANGLE_STRIP',0x0005) GL_TRUE=_C('GL_TRUE',1) GL_UNPACK_ALIGNMENT=_C('GL_UNPACK_ALIGNMENT',0x0CF5) GL_UNPACK_LSB_FIRST=_C('GL_UNPACK_LSB_FIRST',0x0CF1) GL_UNPACK_ROW_LENGTH=_C('GL_UNPACK_ROW_LENGTH',0x0CF2) GL_UNPACK_SKIP_PIXELS=_C('GL_UNPACK_SKIP_PIXELS',0x0CF4) GL_UNPACK_SKIP_ROWS=_C('GL_UNPACK_SKIP_ROWS',0x0CF3) GL_UNPACK_SWAP_BYTES=_C('GL_UNPACK_SWAP_BYTES',0x0CF0) GL_UNSIGNED_BYTE=_C('GL_UNSIGNED_BYTE',0x1401) GL_UNSIGNED_INT=_C('GL_UNSIGNED_INT',0x1405) GL_UNSIGNED_SHORT=_C('GL_UNSIGNED_SHORT',0x1403) GL_VENDOR=_C('GL_VENDOR',0x1F00) GL_VERSION=_C('GL_VERSION',0x1F02) GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2) GL_VIEWPORT_BIT=_C('GL_VIEWPORT_BIT',0x00000800) GL_XOR=_C('GL_XOR',0x1506) GL_ZERO=_C('GL_ZERO',0) GL_ZOOM_X=_C('GL_ZOOM_X',0x0D16) GL_ZOOM_Y=_C('GL_ZOOM_Y',0x0D17) @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glAccum(op,value):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glAlphaFunc(func,ref):pass @_f @_p.types(None,_cs.GLenum) def glBegin(mode):pass @_f @_p.types(None,_cs.GLsizei,_cs.GLsizei,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,arrays.GLubyteArray) def glBitmap(width,height,xorig,yorig,xmove,ymove,bitmap):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glBlendFunc(sfactor,dfactor):pass @_f @_p.types(None,_cs.GLuint) def glCallList(list):pass @_f @_p.types(None,_cs.GLsizei,_cs.GLenum,ctypes.c_void_p) def glCallLists(n,type,lists):pass @_f @_p.types(None,_cs.GLbitfield) def glClear(mask):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glClearAccum(red,green,blue,alpha):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glClearColor(red,green,blue,alpha):pass @_f @_p.types(None,_cs.GLdouble) def glClearDepth(depth):pass @_f @_p.types(None,_cs.GLfloat) def glClearIndex(c):pass @_f @_p.types(None,_cs.GLint) def glClearStencil(s):pass @_f @_p.types(None,_cs.GLenum,arrays.GLdoubleArray) def glClipPlane(plane,equation):pass @_f @_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte) def glColor3b(red,green,blue):pass @_f @_p.types(None,arrays.GLbyteArray) def glColor3bv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glColor3d(red,green,blue):pass @_f @_p.types(None,arrays.GLdoubleArray) def glColor3dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glColor3f(red,green,blue):pass @_f @_p.types(None,arrays.GLfloatArray) def glColor3fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glColor3i(red,green,blue):pass @_f @_p.types(None,arrays.GLintArray) def glColor3iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glColor3s(red,green,blue):pass @_f @_p.types(None,arrays.GLshortArray) def glColor3sv(v):pass @_f @_p.types(None,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte) def glColor3ub(red,green,blue):pass @_f @_p.types(None,arrays.GLubyteArray) def glColor3ubv(v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glColor3ui(red,green,blue):pass @_f @_p.types(None,arrays.GLuintArray) def glColor3uiv(v):pass @_f @_p.types(None,_cs.GLushort,_cs.GLushort,_cs.GLushort) def glColor3us(red,green,blue):pass @_f @_p.types(None,arrays.GLushortArray) def glColor3usv(v):pass @_f @_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte) def glColor4b(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLbyteArray) def glColor4bv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glColor4d(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLdoubleArray) def glColor4dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glColor4f(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLfloatArray) def glColor4fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glColor4i(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLintArray) def glColor4iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glColor4s(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLshortArray) def glColor4sv(v):pass @_f @_p.types(None,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte) def glColor4ub(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLubyteArray) def glColor4ubv(v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint,_cs.GLuint) def glColor4ui(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLuintArray) def glColor4uiv(v):pass @_f @_p.types(None,_cs.GLushort,_cs.GLushort,_cs.GLushort,_cs.GLushort) def glColor4us(red,green,blue,alpha):pass @_f @_p.types(None,arrays.GLushortArray) def glColor4usv(v):pass @_f @_p.types(None,_cs.GLboolean,_cs.GLboolean,_cs.GLboolean,_cs.GLboolean) def glColorMask(red,green,blue,alpha):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glColorMaterial(face,mode):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum) def glCopyPixels(x,y,width,height,type):pass @_f @_p.types(None,_cs.GLenum) def glCullFace(mode):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei) def glDeleteLists(list,range):pass @_f @_p.types(None,_cs.GLenum) def glDepthFunc(func):pass @_f @_p.types(None,_cs.GLboolean) def glDepthMask(flag):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble) def glDepthRange(n,f):pass @_f @_p.types(None,_cs.GLenum) def glDisable(cap):pass @_f @_p.types(None,_cs.GLenum) def glDrawBuffer(buf):pass @_f @_p.types(None,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glDrawPixels(width,height,format,type,pixels):pass @_f @_p.types(None,_cs.GLboolean) def glEdgeFlag(flag):pass @_f @_p.types(None,arrays.GLbooleanArray) def glEdgeFlagv(flag):pass @_f @_p.types(None,_cs.GLenum) def glEnable(cap):pass @_f @_p.types(None,) def glEnd():pass @_f @_p.types(None,) def glEndList():pass @_f @_p.types(None,_cs.GLdouble) def glEvalCoord1d(u):pass @_f @_p.types(None,arrays.GLdoubleArray) def glEvalCoord1dv(u):pass @_f @_p.types(None,_cs.GLfloat) def glEvalCoord1f(u):pass @_f @_p.types(None,arrays.GLfloatArray) def glEvalCoord1fv(u):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble) def glEvalCoord2d(u,v):pass @_f @_p.types(None,arrays.GLdoubleArray) def glEvalCoord2dv(u):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glEvalCoord2f(u,v):pass @_f @_p.types(None,arrays.GLfloatArray) def glEvalCoord2fv(u):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint) def glEvalMesh1(mode,i1,i2):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glEvalMesh2(mode,i1,i2,j1,j2):pass @_f @_p.types(None,_cs.GLint) def glEvalPoint1(i):pass @_f @_p.types(None,_cs.GLint,_cs.GLint) def glEvalPoint2(i,j):pass @_f @_p.types(None,_cs.GLsizei,_cs.GLenum,arrays.GLfloatArray) def glFeedbackBuffer(size,type,buffer):pass @_f @_p.types(None,) def glFinish():pass @_f @_p.types(None,) def glFlush():pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glFogf(pname,param):pass @_f @_p.types(None,_cs.GLenum,arrays.GLfloatArray) def glFogfv(pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glFogi(pname,param):pass @_f @_p.types(None,_cs.GLenum,arrays.GLintArray) def glFogiv(pname,params):pass @_f @_p.types(None,_cs.GLenum) def glFrontFace(mode):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glFrustum(left,right,bottom,top,zNear,zFar):pass @_f @_p.types(_cs.GLuint,_cs.GLsizei) def glGenLists(range):pass @_f @_p.types(None,_cs.GLenum,arrays.GLbooleanArray) def glGetBooleanv(pname,data):pass @_f @_p.types(None,_cs.GLenum,arrays.GLdoubleArray) def glGetClipPlane(plane,equation):pass @_f @_p.types(None,_cs.GLenum,arrays.GLdoubleArray) def glGetDoublev(pname,data):pass @_f @_p.types(_cs.GLenum,) def glGetError():pass @_f @_p.types(None,_cs.GLenum,arrays.GLfloatArray) def glGetFloatv(pname,data):pass @_f @_p.types(None,_cs.GLenum,arrays.GLintArray) def glGetIntegerv(pname,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetLightfv(light,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetLightiv(light,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray) def glGetMapdv(target,query,v):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetMapfv(target,query,v):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetMapiv(target,query,v):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetMaterialfv(face,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetMaterialiv(face,pname,params):pass @_f @_p.types(None,_cs.GLenum,arrays.GLfloatArray) def glGetPixelMapfv(map,values):pass @_f @_p.types(None,_cs.GLenum,arrays.GLuintArray) def glGetPixelMapuiv(map,values):pass @_f @_p.types(None,_cs.GLenum,arrays.GLushortArray) def glGetPixelMapusv(map,values):pass @_f @_p.types(None,arrays.GLubyteArray) def glGetPolygonStipple(mask):pass @_f @_p.types(arrays.GLubyteArray,_cs.GLenum) def glGetString(name):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetTexEnvfv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetTexEnviv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray) def glGetTexGendv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetTexGenfv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetTexGeniv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glGetTexImage(target,level,format,type,pixels):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLfloatArray) def glGetTexLevelParameterfv(target,level,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLintArray) def glGetTexLevelParameteriv(target,level,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glGetTexParameterfv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetTexParameteriv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glHint(target,mode):pass @_f @_p.types(None,_cs.GLuint) def glIndexMask(mask):pass @_f @_p.types(None,_cs.GLdouble) def glIndexd(c):pass @_f @_p.types(None,arrays.GLdoubleArray) def glIndexdv(c):pass @_f @_p.types(None,_cs.GLfloat) def glIndexf(c):pass @_f @_p.types(None,arrays.GLfloatArray) def glIndexfv(c):pass @_f @_p.types(None,_cs.GLint) def glIndexi(c):pass @_f @_p.types(None,arrays.GLintArray) def glIndexiv(c):pass @_f @_p.types(None,_cs.GLshort) def glIndexs(c):pass @_f @_p.types(None,arrays.GLshortArray) def glIndexsv(c):pass @_f @_p.types(None,) def glInitNames():pass @_f @_p.types(_cs.GLboolean,_cs.GLenum) def glIsEnabled(cap):pass @_f @_p.types(_cs.GLboolean,_cs.GLuint) def glIsList(list):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glLightModelf(pname,param):pass @_f @_p.types(None,_cs.GLenum,arrays.GLfloatArray) def glLightModelfv(pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glLightModeli(pname,param):pass @_f @_p.types(None,_cs.GLenum,arrays.GLintArray) def glLightModeliv(pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat) def glLightf(light,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glLightfv(light,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint) def glLighti(light,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glLightiv(light,pname,params):pass @_f @_p.types(None,_cs.GLint,_cs.GLushort) def glLineStipple(factor,pattern):pass @_f @_p.types(None,_cs.GLfloat) def glLineWidth(width):pass @_f @_p.types(None,_cs.GLuint) def glListBase(base):pass @_f @_p.types(None,) def glLoadIdentity():pass @_f @_p.types(None,arrays.GLdoubleArray) def glLoadMatrixd(m):pass @_f @_p.types(None,arrays.GLfloatArray) def glLoadMatrixf(m):pass @_f @_p.types(None,_cs.GLuint) def glLoadName(name):pass @_f @_p.types(None,_cs.GLenum) def glLogicOp(opcode):pass @_f @_p.types(None,_cs.GLenum,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,arrays.GLdoubleArray) def glMap1d(target,u1,u2,stride,order,points):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,arrays.GLfloatArray) def glMap1f(target,u1,u2,stride,order,points):pass @_f @_p.types(None,_cs.GLenum,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,arrays.GLdoubleArray) def glMap2d(target,u1,u2,ustride,uorder,v1,v2,vstride,vorder,points):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,arrays.GLfloatArray) def glMap2f(target,u1,u2,ustride,uorder,v1,v2,vstride,vorder,points):pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble) def glMapGrid1d(un,u1,u2):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat) def glMapGrid1f(un,u1,u2):pass @_f @_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLdouble,_cs.GLdouble) def glMapGrid2d(un,u1,u2,vn,v1,v2):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLfloat,_cs.GLfloat) def glMapGrid2f(un,u1,u2,vn,v1,v2):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat) def glMaterialf(face,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glMaterialfv(face,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint) def glMateriali(face,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glMaterialiv(face,pname,params):pass @_f @_p.types(None,_cs.GLenum) def glMatrixMode(mode):pass @_f @_p.types(None,arrays.GLdoubleArray) def glMultMatrixd(m):pass @_f @_p.types(None,arrays.GLfloatArray) def glMultMatrixf(m):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum) def glNewList(list,mode):pass @_f @_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte) def glNormal3b(nx,ny,nz):pass @_f @_p.types(None,arrays.GLbyteArray) def glNormal3bv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glNormal3d(nx,ny,nz):pass @_f @_p.types(None,arrays.GLdoubleArray) def glNormal3dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glNormal3f(nx,ny,nz):pass @_f @_p.types(None,arrays.GLfloatArray) def glNormal3fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glNormal3i(nx,ny,nz):pass @_f @_p.types(None,arrays.GLintArray) def glNormal3iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glNormal3s(nx,ny,nz):pass @_f @_p.types(None,arrays.GLshortArray) def glNormal3sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glOrtho(left,right,bottom,top,zNear,zFar):pass @_f @_p.types(None,_cs.GLfloat) def glPassThrough(token):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLfloatArray) def glPixelMapfv(map,mapsize,values):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLuintArray) def glPixelMapuiv(map,mapsize,values):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLushortArray) def glPixelMapusv(map,mapsize,values):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glPixelStoref(pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glPixelStorei(pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLfloat) def glPixelTransferf(pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glPixelTransferi(pname,param):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glPixelZoom(xfactor,yfactor):pass @_f @_p.types(None,_cs.GLfloat) def glPointSize(size):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glPolygonMode(face,mode):pass @_f @_p.types(None,arrays.GLubyteArray) def glPolygonStipple(mask):pass @_f @_p.types(None,) def glPopAttrib():pass @_f @_p.types(None,) def glPopMatrix():pass @_f @_p.types(None,) def glPopName():pass @_f @_p.types(None,_cs.GLbitfield) def glPushAttrib(mask):pass @_f @_p.types(None,) def glPushMatrix():pass @_f @_p.types(None,_cs.GLuint) def glPushName(name):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble) def glRasterPos2d(x,y):pass @_f @_p.types(None,arrays.GLdoubleArray) def glRasterPos2dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glRasterPos2f(x,y):pass @_f @_p.types(None,arrays.GLfloatArray) def glRasterPos2fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint) def glRasterPos2i(x,y):pass @_f @_p.types(None,arrays.GLintArray) def glRasterPos2iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort) def glRasterPos2s(x,y):pass @_f @_p.types(None,arrays.GLshortArray) def glRasterPos2sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glRasterPos3d(x,y,z):pass @_f @_p.types(None,arrays.GLdoubleArray) def glRasterPos3dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glRasterPos3f(x,y,z):pass @_f @_p.types(None,arrays.GLfloatArray) def glRasterPos3fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glRasterPos3i(x,y,z):pass @_f @_p.types(None,arrays.GLintArray) def glRasterPos3iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glRasterPos3s(x,y,z):pass @_f @_p.types(None,arrays.GLshortArray) def glRasterPos3sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glRasterPos4d(x,y,z,w):pass @_f @_p.types(None,arrays.GLdoubleArray) def glRasterPos4dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glRasterPos4f(x,y,z,w):pass @_f @_p.types(None,arrays.GLfloatArray) def glRasterPos4fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glRasterPos4i(x,y,z,w):pass @_f @_p.types(None,arrays.GLintArray) def glRasterPos4iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glRasterPos4s(x,y,z,w):pass @_f @_p.types(None,arrays.GLshortArray) def glRasterPos4sv(v):pass @_f @_p.types(None,_cs.GLenum) def glReadBuffer(src):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glReadPixels(x,y,width,height,format,type,pixels):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glRectd(x1,y1,x2,y2):pass @_f @_p.types(None,arrays.GLdoubleArray,arrays.GLdoubleArray) def glRectdv(v1,v2):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glRectf(x1,y1,x2,y2):pass @_f @_p.types(None,arrays.GLfloatArray,arrays.GLfloatArray) def glRectfv(v1,v2):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glRecti(x1,y1,x2,y2):pass @_f @_p.types(None,arrays.GLintArray,arrays.GLintArray) def glRectiv(v1,v2):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glRects(x1,y1,x2,y2):pass @_f @_p.types(None,arrays.GLshortArray,arrays.GLshortArray) def glRectsv(v1,v2):pass @_f @_p.types(_cs.GLint,_cs.GLenum) def glRenderMode(mode):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glRotated(angle,x,y,z):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glRotatef(angle,x,y,z):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glScaled(x,y,z):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glScalef(x,y,z):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glScissor(x,y,width,height):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glSelectBuffer(size,buffer):pass @_f @_p.types(None,_cs.GLenum) def glShadeModel(mode):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLuint) def glStencilFunc(func,ref,mask):pass @_f @_p.types(None,_cs.GLuint) def glStencilMask(mask):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum) def glStencilOp(fail,zfail,zpass):pass @_f @_p.types(None,_cs.GLdouble) def glTexCoord1d(s):pass @_f @_p.types(None,arrays.GLdoubleArray) def glTexCoord1dv(v):pass @_f @_p.types(None,_cs.GLfloat) def glTexCoord1f(s):pass @_f @_p.types(None,arrays.GLfloatArray) def glTexCoord1fv(v):pass @_f @_p.types(None,_cs.GLint) def glTexCoord1i(s):pass @_f @_p.types(None,arrays.GLintArray) def glTexCoord1iv(v):pass @_f @_p.types(None,_cs.GLshort) def glTexCoord1s(s):pass @_f @_p.types(None,arrays.GLshortArray) def glTexCoord1sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble) def glTexCoord2d(s,t):pass @_f @_p.types(None,arrays.GLdoubleArray) def glTexCoord2dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glTexCoord2f(s,t):pass @_f @_p.types(None,arrays.GLfloatArray) def glTexCoord2fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint) def glTexCoord2i(s,t):pass @_f @_p.types(None,arrays.GLintArray) def glTexCoord2iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort) def glTexCoord2s(s,t):pass @_f @_p.types(None,arrays.GLshortArray) def glTexCoord2sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glTexCoord3d(s,t,r):pass @_f @_p.types(None,arrays.GLdoubleArray) def glTexCoord3dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glTexCoord3f(s,t,r):pass @_f @_p.types(None,arrays.GLfloatArray) def glTexCoord3fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glTexCoord3i(s,t,r):pass @_f @_p.types(None,arrays.GLintArray) def glTexCoord3iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glTexCoord3s(s,t,r):pass @_f @_p.types(None,arrays.GLshortArray) def glTexCoord3sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glTexCoord4d(s,t,r,q):pass @_f @_p.types(None,arrays.GLdoubleArray) def glTexCoord4dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glTexCoord4f(s,t,r,q):pass @_f @_p.types(None,arrays.GLfloatArray) def glTexCoord4fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glTexCoord4i(s,t,r,q):pass @_f @_p.types(None,arrays.GLintArray) def glTexCoord4iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glTexCoord4s(s,t,r,q):pass @_f @_p.types(None,arrays.GLshortArray) def glTexCoord4sv(v):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat) def glTexEnvf(target,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glTexEnvfv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint) def glTexEnvi(target,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glTexEnviv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLdouble) def glTexGend(coord,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray) def glTexGendv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat) def glTexGenf(coord,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glTexGenfv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint) def glTexGeni(coord,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glTexGeniv(coord,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glTexImage1D(target,level,internalformat,width,border,format,type,pixels):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glTexImage2D(target,level,internalformat,width,height,border,format,type,pixels):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat) def glTexParameterf(target,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray) def glTexParameterfv(target,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint) def glTexParameteri(target,pname,param):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glTexParameteriv(target,pname,params):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glTranslated(x,y,z):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glTranslatef(x,y,z):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble) def glVertex2d(x,y):pass @_f @_p.types(None,arrays.GLdoubleArray) def glVertex2dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glVertex2f(x,y):pass @_f @_p.types(None,arrays.GLfloatArray) def glVertex2fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint) def glVertex2i(x,y):pass @_f @_p.types(None,arrays.GLintArray) def glVertex2iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort) def glVertex2s(x,y):pass @_f @_p.types(None,arrays.GLshortArray) def glVertex2sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glVertex3d(x,y,z):pass @_f @_p.types(None,arrays.GLdoubleArray) def glVertex3dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glVertex3f(x,y,z):pass @_f @_p.types(None,arrays.GLfloatArray) def glVertex3fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glVertex3i(x,y,z):pass @_f @_p.types(None,arrays.GLintArray) def glVertex3iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glVertex3s(x,y,z):pass @_f @_p.types(None,arrays.GLshortArray) def glVertex3sv(v):pass @_f @_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble) def glVertex4d(x,y,z,w):pass @_f @_p.types(None,arrays.GLdoubleArray) def glVertex4dv(v):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glVertex4f(x,y,z,w):pass @_f @_p.types(None,arrays.GLfloatArray) def glVertex4fv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glVertex4i(x,y,z,w):pass @_f @_p.types(None,arrays.GLintArray) def glVertex4iv(v):pass @_f @_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort) def glVertex4s(x,y,z,w):pass @_f @_p.types(None,arrays.GLshortArray) def glVertex4sv(v):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glViewport(x,y,width,height):pass