'''Autogenerated by xml_generate script, do not edit!''' from OpenGL import platform as _p, arrays # Code generation uses this from OpenGL.raw.GLES2 import _types as _cs # End users want this... from OpenGL.raw.GLES2._types import * from OpenGL.raw.GLES2 import _errors from OpenGL.constant import Constant as _C import ctypes _EXTENSION_NAME = 'GLES2_NV_viewport_array' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GLES2,'GLES2_NV_viewport_array',error_checker=_errors._error_checker) GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70) GL_MAX_VIEWPORTS_NV=_C('GL_MAX_VIEWPORTS_NV',0x825B) GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10) GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11) GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2) GL_VIEWPORT_BOUNDS_RANGE_NV=_C('GL_VIEWPORT_BOUNDS_RANGE_NV',0x825D) GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV',0x825F) GL_VIEWPORT_SUBPIXEL_BITS_NV=_C('GL_VIEWPORT_SUBPIXEL_BITS_NV',0x825C) @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray) def glDepthRangeArrayfvNV(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat) def glDepthRangeIndexedfNV(index,n,f):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glDisableiNV(target,index):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glEnableiNV(target,index):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray) def glGetFloati_vNV(target,index,data):pass @_f @_p.types(_cs.GLboolean,_cs.GLenum,_cs.GLuint) def glIsEnablediNV(target,index):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray) def glScissorArrayvNV(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glScissorIndexedNV(index,left,bottom,width,height):pass @_f @_p.types(None,_cs.GLuint,arrays.GLintArray) def glScissorIndexedvNV(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray) def glViewportArrayvNV(first,count,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glViewportIndexedfNV(index,x,y,w,h):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glViewportIndexedfvNV(index,v):pass