'''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_ARB_viewport_array' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GL,'GL_ARB_viewport_array',error_checker=_errors._error_checker) GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70) GL_FIRST_VERTEX_CONVENTION=_C('GL_FIRST_VERTEX_CONVENTION',0x8E4D) GL_LAST_VERTEX_CONVENTION=_C('GL_LAST_VERTEX_CONVENTION',0x8E4E) GL_LAYER_PROVOKING_VERTEX=_C('GL_LAYER_PROVOKING_VERTEX',0x825E) GL_MAX_VIEWPORTS=_C('GL_MAX_VIEWPORTS',0x825B) GL_PROVOKING_VERTEX=_C('GL_PROVOKING_VERTEX',0x8E4F) GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10) GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11) GL_UNDEFINED_VERTEX=_C('GL_UNDEFINED_VERTEX',0x8260) GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2) GL_VIEWPORT_BOUNDS_RANGE=_C('GL_VIEWPORT_BOUNDS_RANGE',0x825D) GL_VIEWPORT_INDEX_PROVOKING_VERTEX=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX',0x825F) GL_VIEWPORT_SUBPIXEL_BITS=_C('GL_VIEWPORT_SUBPIXEL_BITS',0x825C) @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLdoubleArray) def glDepthRangeArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLdouble,_cs.GLdouble) def glDepthRangeIndexed(index,n,f):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLdoubleArray) def glGetDoublei_v(target,index,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray) def glGetFloati_v(target,index,data):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray) def glScissorArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glScissorIndexed(index,left,bottom,width,height):pass @_f @_p.types(None,_cs.GLuint,arrays.GLintArray) def glScissorIndexedv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray) def glViewportArrayv(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glViewportIndexedf(index,x,y,w,h):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glViewportIndexedfv(index,v):pass