'''Autogenerated by xml_generate script, do not edit!''' from OpenGL import platform as _p, arrays # Code generation uses this from OpenGL.raw.GLSC2 import _types as _cs # End users want this... from OpenGL.raw.GLSC2._types import * from OpenGL.raw.GLSC2 import _errors from OpenGL.constant import Constant as _C import ctypes _EXTENSION_NAME = 'GLSC2_SC_VERSION_2_0' def _f( function ): return _p.createFunction( function,_p.PLATFORM.GLSC2,'GLSC2_SC_VERSION_2_0',error_checker=_errors._error_checker) GL_ACTIVE_TEXTURE=_C('GL_ACTIVE_TEXTURE',0x84E0) GL_ALIASED_LINE_WIDTH_RANGE=_C('GL_ALIASED_LINE_WIDTH_RANGE',0x846E) GL_ALIASED_POINT_SIZE_RANGE=_C('GL_ALIASED_POINT_SIZE_RANGE',0x846D) GL_ALPHA_BITS=_C('GL_ALPHA_BITS',0x0D55) GL_ALWAYS=_C('GL_ALWAYS',0x0207) GL_ARRAY_BUFFER=_C('GL_ARRAY_BUFFER',0x8892) GL_ARRAY_BUFFER_BINDING=_C('GL_ARRAY_BUFFER_BINDING',0x8894) GL_BACK=_C('GL_BACK',0x0405) GL_BLEND=_C('GL_BLEND',0x0BE2) GL_BLEND_COLOR=_C('GL_BLEND_COLOR',0x8005) GL_BLEND_DST_ALPHA=_C('GL_BLEND_DST_ALPHA',0x80CA) GL_BLEND_DST_RGB=_C('GL_BLEND_DST_RGB',0x80C8) GL_BLEND_EQUATION=_C('GL_BLEND_EQUATION',0x8009) GL_BLEND_EQUATION_ALPHA=_C('GL_BLEND_EQUATION_ALPHA',0x883D) GL_BLEND_EQUATION_RGB=_C('GL_BLEND_EQUATION_RGB',0x8009) GL_BLEND_SRC_ALPHA=_C('GL_BLEND_SRC_ALPHA',0x80CB) GL_BLEND_SRC_RGB=_C('GL_BLEND_SRC_RGB',0x80C9) GL_BLUE_BITS=_C('GL_BLUE_BITS',0x0D54) GL_BUFFER_SIZE=_C('GL_BUFFER_SIZE',0x8764) GL_BUFFER_USAGE=_C('GL_BUFFER_USAGE',0x8765) GL_BYTE=_C('GL_BYTE',0x1400) GL_CCW=_C('GL_CCW',0x0901) GL_CLAMP_TO_EDGE=_C('GL_CLAMP_TO_EDGE',0x812F) GL_COLOR_ATTACHMENT0=_C('GL_COLOR_ATTACHMENT0',0x8CE0) GL_COLOR_BUFFER_BIT=_C('GL_COLOR_BUFFER_BIT',0x00004000) GL_COLOR_CLEAR_VALUE=_C('GL_COLOR_CLEAR_VALUE',0x0C22) GL_COLOR_WRITEMASK=_C('GL_COLOR_WRITEMASK',0x0C23) GL_COMPRESSED_TEXTURE_FORMATS=_C('GL_COMPRESSED_TEXTURE_FORMATS',0x86A3) GL_CONSTANT_ALPHA=_C('GL_CONSTANT_ALPHA',0x8003) GL_CONSTANT_COLOR=_C('GL_CONSTANT_COLOR',0x8001) GL_CONTEXT_LOST=_C('GL_CONTEXT_LOST',0x0507) GL_CONTEXT_ROBUST_ACCESS=_C('GL_CONTEXT_ROBUST_ACCESS',0x90F3) GL_CULL_FACE=_C('GL_CULL_FACE',0x0B44) GL_CULL_FACE_MODE=_C('GL_CULL_FACE_MODE',0x0B45) GL_CURRENT_PROGRAM=_C('GL_CURRENT_PROGRAM',0x8B8D) GL_CURRENT_VERTEX_ATTRIB=_C('GL_CURRENT_VERTEX_ATTRIB',0x8626) GL_CW=_C('GL_CW',0x0900) GL_DECR=_C('GL_DECR',0x1E03) GL_DECR_WRAP=_C('GL_DECR_WRAP',0x8508) GL_DEPTH_ATTACHMENT=_C('GL_DEPTH_ATTACHMENT',0x8D00) 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_COMPONENT16=_C('GL_DEPTH_COMPONENT16',0x81A5) GL_DEPTH_FUNC=_C('GL_DEPTH_FUNC',0x0B74) GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70) GL_DEPTH_TEST=_C('GL_DEPTH_TEST',0x0B71) GL_DEPTH_WRITEMASK=_C('GL_DEPTH_WRITEMASK',0x0B72) GL_DITHER=_C('GL_DITHER',0x0BD0) GL_DONT_CARE=_C('GL_DONT_CARE',0x1100) GL_DST_ALPHA=_C('GL_DST_ALPHA',0x0304) GL_DST_COLOR=_C('GL_DST_COLOR',0x0306) GL_DYNAMIC_DRAW=_C('GL_DYNAMIC_DRAW',0x88E8) GL_ELEMENT_ARRAY_BUFFER=_C('GL_ELEMENT_ARRAY_BUFFER',0x8893) GL_ELEMENT_ARRAY_BUFFER_BINDING=_C('GL_ELEMENT_ARRAY_BUFFER_BINDING',0x8895) GL_EQUAL=_C('GL_EQUAL',0x0202) GL_EXTENSIONS=_C('GL_EXTENSIONS',0x1F03) GL_FALSE=_C('GL_FALSE',0) GL_FASTEST=_C('GL_FASTEST',0x1101) GL_FLOAT=_C('GL_FLOAT',0x1406) GL_FRAMEBUFFER=_C('GL_FRAMEBUFFER',0x8D40) GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME=_C('GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME',0x8CD1) GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE=_C('GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE',0x8CD0) GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL=_C('GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL',0x8CD2) GL_FRAMEBUFFER_BINDING=_C('GL_FRAMEBUFFER_BINDING',0x8CA6) GL_FRAMEBUFFER_COMPLETE=_C('GL_FRAMEBUFFER_COMPLETE',0x8CD5) GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT=_C('GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT',0x8CD6) GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS=_C('GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS',0x8CD9) GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT=_C('GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT',0x8CD7) GL_FRAMEBUFFER_UNDEFINED=_C('GL_FRAMEBUFFER_UNDEFINED',0x8219) GL_FRAMEBUFFER_UNSUPPORTED=_C('GL_FRAMEBUFFER_UNSUPPORTED',0x8CDD) 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_FUNC_ADD=_C('GL_FUNC_ADD',0x8006) GL_FUNC_REVERSE_SUBTRACT=_C('GL_FUNC_REVERSE_SUBTRACT',0x800B) GL_FUNC_SUBTRACT=_C('GL_FUNC_SUBTRACT',0x800A) GL_GENERATE_MIPMAP_HINT=_C('GL_GENERATE_MIPMAP_HINT',0x8192) GL_GEQUAL=_C('GL_GEQUAL',0x0206) GL_GREATER=_C('GL_GREATER',0x0204) GL_GREEN_BITS=_C('GL_GREEN_BITS',0x0D53) GL_GUILTY_CONTEXT_RESET=_C('GL_GUILTY_CONTEXT_RESET',0x8253) GL_HIGH_FLOAT=_C('GL_HIGH_FLOAT',0x8DF2) GL_HIGH_INT=_C('GL_HIGH_INT',0x8DF5) GL_IMPLEMENTATION_COLOR_READ_FORMAT=_C('GL_IMPLEMENTATION_COLOR_READ_FORMAT',0x8B9B) GL_IMPLEMENTATION_COLOR_READ_TYPE=_C('GL_IMPLEMENTATION_COLOR_READ_TYPE',0x8B9A) GL_INCR=_C('GL_INCR',0x1E02) GL_INCR_WRAP=_C('GL_INCR_WRAP',0x8507) GL_INNOCENT_CONTEXT_RESET=_C('GL_INNOCENT_CONTEXT_RESET',0x8254) GL_INT=_C('GL_INT',0x1404) GL_INVALID_ENUM=_C('GL_INVALID_ENUM',0x0500) GL_INVALID_FRAMEBUFFER_OPERATION=_C('GL_INVALID_FRAMEBUFFER_OPERATION',0x0506) 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_LEQUAL=_C('GL_LEQUAL',0x0203) GL_LESS=_C('GL_LESS',0x0201) GL_LINEAR=_C('GL_LINEAR',0x2601) 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_LOOP=_C('GL_LINE_LOOP',0x0002) GL_LINE_STRIP=_C('GL_LINE_STRIP',0x0003) GL_LINE_WIDTH=_C('GL_LINE_WIDTH',0x0B21) GL_LINK_STATUS=_C('GL_LINK_STATUS',0x8B82) GL_LOSE_CONTEXT_ON_RESET=_C('GL_LOSE_CONTEXT_ON_RESET',0x8252) GL_LOW_FLOAT=_C('GL_LOW_FLOAT',0x8DF0) GL_LOW_INT=_C('GL_LOW_INT',0x8DF3) GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=_C('GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS',0x8B4D) GL_MAX_FRAGMENT_UNIFORM_VECTORS=_C('GL_MAX_FRAGMENT_UNIFORM_VECTORS',0x8DFD) GL_MAX_RENDERBUFFER_SIZE=_C('GL_MAX_RENDERBUFFER_SIZE',0x84E8) GL_MAX_TEXTURE_IMAGE_UNITS=_C('GL_MAX_TEXTURE_IMAGE_UNITS',0x8872) GL_MAX_TEXTURE_SIZE=_C('GL_MAX_TEXTURE_SIZE',0x0D33) GL_MAX_VARYING_VECTORS=_C('GL_MAX_VARYING_VECTORS',0x8DFC) GL_MAX_VERTEX_ATTRIBS=_C('GL_MAX_VERTEX_ATTRIBS',0x8869) GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=_C('GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS',0x8B4C) GL_MAX_VERTEX_UNIFORM_VECTORS=_C('GL_MAX_VERTEX_UNIFORM_VECTORS',0x8DFB) GL_MAX_VIEWPORT_DIMS=_C('GL_MAX_VIEWPORT_DIMS',0x0D3A) GL_MEDIUM_FLOAT=_C('GL_MEDIUM_FLOAT',0x8DF1) GL_MEDIUM_INT=_C('GL_MEDIUM_INT',0x8DF4) GL_MIRRORED_REPEAT=_C('GL_MIRRORED_REPEAT',0x8370) 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_NOTEQUAL=_C('GL_NOTEQUAL',0x0205) GL_NO_ERROR=_C('GL_NO_ERROR',0) GL_NO_ERROR=_C('GL_NO_ERROR',0) GL_NUM_COMPRESSED_TEXTURE_FORMATS=_C('GL_NUM_COMPRESSED_TEXTURE_FORMATS',0x86A2) GL_NUM_PROGRAM_BINARY_FORMATS=_C('GL_NUM_PROGRAM_BINARY_FORMATS',0x87FE) GL_ONE=_C('GL_ONE',1) GL_ONE_MINUS_CONSTANT_ALPHA=_C('GL_ONE_MINUS_CONSTANT_ALPHA',0x8004) GL_ONE_MINUS_CONSTANT_COLOR=_C('GL_ONE_MINUS_CONSTANT_COLOR',0x8002) 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_OUT_OF_MEMORY=_C('GL_OUT_OF_MEMORY',0x0505) GL_PACK_ALIGNMENT=_C('GL_PACK_ALIGNMENT',0x0D05) GL_POINTS=_C('GL_POINTS',0x0000) GL_POLYGON_OFFSET_FACTOR=_C('GL_POLYGON_OFFSET_FACTOR',0x8038) GL_POLYGON_OFFSET_FILL=_C('GL_POLYGON_OFFSET_FILL',0x8037) GL_POLYGON_OFFSET_UNITS=_C('GL_POLYGON_OFFSET_UNITS',0x2A00) GL_PROGRAM_BINARY_FORMATS=_C('GL_PROGRAM_BINARY_FORMATS',0x87FF) GL_R8=_C('GL_R8',0x8229) GL_RED=_C('GL_RED',0x1903) GL_RED_BITS=_C('GL_RED_BITS',0x0D52) GL_RENDERBUFFER=_C('GL_RENDERBUFFER',0x8D41) GL_RENDERBUFFER_ALPHA_SIZE=_C('GL_RENDERBUFFER_ALPHA_SIZE',0x8D53) GL_RENDERBUFFER_BINDING=_C('GL_RENDERBUFFER_BINDING',0x8CA7) GL_RENDERBUFFER_BLUE_SIZE=_C('GL_RENDERBUFFER_BLUE_SIZE',0x8D52) GL_RENDERBUFFER_DEPTH_SIZE=_C('GL_RENDERBUFFER_DEPTH_SIZE',0x8D54) GL_RENDERBUFFER_GREEN_SIZE=_C('GL_RENDERBUFFER_GREEN_SIZE',0x8D51) GL_RENDERBUFFER_HEIGHT=_C('GL_RENDERBUFFER_HEIGHT',0x8D43) GL_RENDERBUFFER_INTERNAL_FORMAT=_C('GL_RENDERBUFFER_INTERNAL_FORMAT',0x8D44) GL_RENDERBUFFER_RED_SIZE=_C('GL_RENDERBUFFER_RED_SIZE',0x8D50) GL_RENDERBUFFER_STENCIL_SIZE=_C('GL_RENDERBUFFER_STENCIL_SIZE',0x8D55) GL_RENDERBUFFER_WIDTH=_C('GL_RENDERBUFFER_WIDTH',0x8D42) GL_RENDERER=_C('GL_RENDERER',0x1F01) GL_REPEAT=_C('GL_REPEAT',0x2901) GL_REPLACE=_C('GL_REPLACE',0x1E01) GL_RESET_NOTIFICATION_STRATEGY=_C('GL_RESET_NOTIFICATION_STRATEGY',0x8256) GL_RG=_C('GL_RG',0x8227) GL_RG8=_C('GL_RG8',0x822B) GL_RGB=_C('GL_RGB',0x1907) GL_RGB565=_C('GL_RGB565',0x8D62) GL_RGB5_A1=_C('GL_RGB5_A1',0x8057) GL_RGB8=_C('GL_RGB8',0x8051) GL_RGBA=_C('GL_RGBA',0x1908) GL_RGBA4=_C('GL_RGBA4',0x8056) GL_RGBA8=_C('GL_RGBA8',0x8058) GL_SAMPLER_2D=_C('GL_SAMPLER_2D',0x8B5E) GL_SAMPLES=_C('GL_SAMPLES',0x80A9) GL_SAMPLE_ALPHA_TO_COVERAGE=_C('GL_SAMPLE_ALPHA_TO_COVERAGE',0x809E) GL_SAMPLE_BUFFERS=_C('GL_SAMPLE_BUFFERS',0x80A8) GL_SAMPLE_COVERAGE=_C('GL_SAMPLE_COVERAGE',0x80A0) GL_SAMPLE_COVERAGE_INVERT=_C('GL_SAMPLE_COVERAGE_INVERT',0x80AB) GL_SAMPLE_COVERAGE_VALUE=_C('GL_SAMPLE_COVERAGE_VALUE',0x80AA) GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10) GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11) GL_SHADING_LANGUAGE_VERSION=_C('GL_SHADING_LANGUAGE_VERSION',0x8B8C) GL_SHORT=_C('GL_SHORT',0x1402) 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_STATIC_DRAW=_C('GL_STATIC_DRAW',0x88E4) GL_STENCIL_ATTACHMENT=_C('GL_STENCIL_ATTACHMENT',0x8D20) GL_STENCIL_BACK_FAIL=_C('GL_STENCIL_BACK_FAIL',0x8801) GL_STENCIL_BACK_FUNC=_C('GL_STENCIL_BACK_FUNC',0x8800) GL_STENCIL_BACK_PASS_DEPTH_FAIL=_C('GL_STENCIL_BACK_PASS_DEPTH_FAIL',0x8802) GL_STENCIL_BACK_PASS_DEPTH_PASS=_C('GL_STENCIL_BACK_PASS_DEPTH_PASS',0x8803) GL_STENCIL_BACK_REF=_C('GL_STENCIL_BACK_REF',0x8CA3) GL_STENCIL_BACK_VALUE_MASK=_C('GL_STENCIL_BACK_VALUE_MASK',0x8CA4) GL_STENCIL_BACK_WRITEMASK=_C('GL_STENCIL_BACK_WRITEMASK',0x8CA5) 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_INDEX8=_C('GL_STENCIL_INDEX8',0x8D48) 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_STREAM_DRAW=_C('GL_STREAM_DRAW',0x88E0) GL_SUBPIXEL_BITS=_C('GL_SUBPIXEL_BITS',0x0D50) GL_TEXTURE=_C('GL_TEXTURE',0x1702) GL_TEXTURE0=_C('GL_TEXTURE0',0x84C0) GL_TEXTURE1=_C('GL_TEXTURE1',0x84C1) GL_TEXTURE10=_C('GL_TEXTURE10',0x84CA) GL_TEXTURE11=_C('GL_TEXTURE11',0x84CB) GL_TEXTURE12=_C('GL_TEXTURE12',0x84CC) GL_TEXTURE13=_C('GL_TEXTURE13',0x84CD) GL_TEXTURE14=_C('GL_TEXTURE14',0x84CE) GL_TEXTURE15=_C('GL_TEXTURE15',0x84CF) GL_TEXTURE16=_C('GL_TEXTURE16',0x84D0) GL_TEXTURE17=_C('GL_TEXTURE17',0x84D1) GL_TEXTURE18=_C('GL_TEXTURE18',0x84D2) GL_TEXTURE19=_C('GL_TEXTURE19',0x84D3) GL_TEXTURE2=_C('GL_TEXTURE2',0x84C2) GL_TEXTURE20=_C('GL_TEXTURE20',0x84D4) GL_TEXTURE21=_C('GL_TEXTURE21',0x84D5) GL_TEXTURE22=_C('GL_TEXTURE22',0x84D6) GL_TEXTURE23=_C('GL_TEXTURE23',0x84D7) GL_TEXTURE24=_C('GL_TEXTURE24',0x84D8) GL_TEXTURE25=_C('GL_TEXTURE25',0x84D9) GL_TEXTURE26=_C('GL_TEXTURE26',0x84DA) GL_TEXTURE27=_C('GL_TEXTURE27',0x84DB) GL_TEXTURE28=_C('GL_TEXTURE28',0x84DC) GL_TEXTURE29=_C('GL_TEXTURE29',0x84DD) GL_TEXTURE3=_C('GL_TEXTURE3',0x84C3) GL_TEXTURE30=_C('GL_TEXTURE30',0x84DE) GL_TEXTURE31=_C('GL_TEXTURE31',0x84DF) GL_TEXTURE4=_C('GL_TEXTURE4',0x84C4) GL_TEXTURE5=_C('GL_TEXTURE5',0x84C5) GL_TEXTURE6=_C('GL_TEXTURE6',0x84C6) GL_TEXTURE7=_C('GL_TEXTURE7',0x84C7) GL_TEXTURE8=_C('GL_TEXTURE8',0x84C8) GL_TEXTURE9=_C('GL_TEXTURE9',0x84C9) GL_TEXTURE_2D=_C('GL_TEXTURE_2D',0x0DE1) GL_TEXTURE_BINDING_2D=_C('GL_TEXTURE_BINDING_2D',0x8069) GL_TEXTURE_IMMUTABLE_FORMAT=_C('GL_TEXTURE_IMMUTABLE_FORMAT',0x912F) GL_TEXTURE_MAG_FILTER=_C('GL_TEXTURE_MAG_FILTER',0x2800) GL_TEXTURE_MIN_FILTER=_C('GL_TEXTURE_MIN_FILTER',0x2801) GL_TEXTURE_WRAP_S=_C('GL_TEXTURE_WRAP_S',0x2802) GL_TEXTURE_WRAP_T=_C('GL_TEXTURE_WRAP_T',0x2803) 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_UNKNOWN_CONTEXT_RESET=_C('GL_UNKNOWN_CONTEXT_RESET',0x8255) GL_UNPACK_ALIGNMENT=_C('GL_UNPACK_ALIGNMENT',0x0CF5) 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_UNSIGNED_SHORT_4_4_4_4=_C('GL_UNSIGNED_SHORT_4_4_4_4',0x8033) GL_UNSIGNED_SHORT_5_5_5_1=_C('GL_UNSIGNED_SHORT_5_5_5_1',0x8034) GL_UNSIGNED_SHORT_5_6_5=_C('GL_UNSIGNED_SHORT_5_6_5',0x8363) GL_VENDOR=_C('GL_VENDOR',0x1F00) GL_VERSION=_C('GL_VERSION',0x1F02) GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING=_C('GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING',0x889F) GL_VERTEX_ATTRIB_ARRAY_ENABLED=_C('GL_VERTEX_ATTRIB_ARRAY_ENABLED',0x8622) GL_VERTEX_ATTRIB_ARRAY_NORMALIZED=_C('GL_VERTEX_ATTRIB_ARRAY_NORMALIZED',0x886A) GL_VERTEX_ATTRIB_ARRAY_POINTER=_C('GL_VERTEX_ATTRIB_ARRAY_POINTER',0x8645) GL_VERTEX_ATTRIB_ARRAY_SIZE=_C('GL_VERTEX_ATTRIB_ARRAY_SIZE',0x8623) GL_VERTEX_ATTRIB_ARRAY_STRIDE=_C('GL_VERTEX_ATTRIB_ARRAY_STRIDE',0x8624) GL_VERTEX_ATTRIB_ARRAY_TYPE=_C('GL_VERTEX_ATTRIB_ARRAY_TYPE',0x8625) GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2) GL_ZERO=_C('GL_ZERO',0) @_f @_p.types(None,_cs.GLenum) def glActiveTexture(texture):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glBindBuffer(target,buffer):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glBindFramebuffer(target,framebuffer):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glBindRenderbuffer(target,renderbuffer):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glBindTexture(target,texture):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glBlendColor(red,green,blue,alpha):pass @_f @_p.types(None,_cs.GLenum) def glBlendEquation(mode):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glBlendEquationSeparate(modeRGB,modeAlpha):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glBlendFunc(sfactor,dfactor):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLenum) def glBlendFuncSeparate(sfactorRGB,dfactorRGB,sfactorAlpha,dfactorAlpha):pass @_f @_p.types(None,_cs.GLenum,_cs.GLsizeiptr,ctypes.c_void_p,_cs.GLenum) def glBufferData(target,size,data,usage):pass @_f @_p.types(None,_cs.GLenum,_cs.GLintptr,_cs.GLsizeiptr,ctypes.c_void_p) def glBufferSubData(target,offset,size,data):pass @_f @_p.types(_cs.GLenum,_cs.GLenum) def glCheckFramebufferStatus(target):pass @_f @_p.types(None,_cs.GLbitfield) def glClear(mask):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.GLfloat) def glClearDepthf(d):pass @_f @_p.types(None,_cs.GLint) def glClearStencil(s):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.GLint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p) def glCompressedTexSubImage2D(target,level,xoffset,yoffset,width,height,format,imageSize,data):pass @_f @_p.types(_cs.GLuint,) def glCreateProgram():pass @_f @_p.types(None,_cs.GLenum) def glCullFace(mode):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.GLfloat,_cs.GLfloat) def glDepthRangef(n,f):pass @_f @_p.types(None,_cs.GLenum) def glDisable(cap):pass @_f @_p.types(None,_cs.GLuint) def glDisableVertexAttribArray(index):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLsizei) def glDrawArrays(mode,first,count):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint,_cs.GLuint,_cs.GLsizei,_cs.GLenum,ctypes.c_void_p) def glDrawRangeElements(mode,start,end,count,type,indices):pass @_f @_p.types(None,_cs.GLenum) def glEnable(cap):pass @_f @_p.types(None,_cs.GLuint) def glEnableVertexAttribArray(index):pass @_f @_p.types(None,) def glFinish():pass @_f @_p.types(None,) def glFlush():pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLuint) def glFramebufferRenderbuffer(target,attachment,renderbuffertarget,renderbuffer):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLuint,_cs.GLint) def glFramebufferTexture2D(target,attachment,textarget,texture,level):pass @_f @_p.types(None,_cs.GLenum) def glFrontFace(mode):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenBuffers(n,buffers):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenFramebuffers(n,framebuffers):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenRenderbuffers(n,renderbuffers):pass @_f @_p.types(None,_cs.GLsizei,arrays.GLuintArray) def glGenTextures(n,textures):pass @_f @_p.types(None,_cs.GLenum) def glGenerateMipmap(target):pass @_f @_p.types(_cs.GLint,_cs.GLuint,arrays.GLcharArray) def glGetAttribLocation(program,name):pass @_f @_p.types(None,_cs.GLenum,arrays.GLbooleanArray) def glGetBooleanv(pname,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetBufferParameteriv(target,pname,params):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,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetFramebufferAttachmentParameteriv(target,attachment,pname,params):pass @_f @_p.types(_cs.GLenum,) def glGetGraphicsResetStatus():pass @_f @_p.types(None,_cs.GLenum,arrays.GLintArray) def glGetIntegerv(pname,data):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetProgramiv(program,pname,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray) def glGetRenderbufferParameteriv(target,pname,params):pass @_f @_p.types(arrays.GLubyteArray,_cs.GLenum) def glGetString(name):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(_cs.GLint,_cs.GLuint,arrays.GLcharArray) def glGetUniformLocation(program,name):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLvoidpArray) def glGetVertexAttribPointerv(index,pname,pointer):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLfloatArray) def glGetVertexAttribfv(index,pname,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,arrays.GLintArray) def glGetVertexAttribiv(index,pname,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glGetnUniformfv(program,location,bufSize,params):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glGetnUniformiv(program,location,bufSize,params):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum) def glHint(target,mode):pass @_f @_p.types(_cs.GLboolean,_cs.GLenum) def glIsEnabled(cap):pass @_f @_p.types(None,_cs.GLfloat) def glLineWidth(width):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint) def glPixelStorei(pname,param):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLfloat) def glPolygonOffset(factor,units):pass @_f @_p.types(None,_cs.GLuint,_cs.GLenum,ctypes.c_void_p,_cs.GLsizei) def glProgramBinary(program,binaryFormat,binary,length):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p) def glReadnPixels(x,y,width,height,format,type,bufSize,data):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLsizei,_cs.GLsizei) def glRenderbufferStorage(target,internalformat,width,height):pass @_f @_p.types(None,_cs.GLfloat,_cs.GLboolean) def glSampleCoverage(value,invert):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.GLenum,_cs.GLint,_cs.GLuint) def glStencilFunc(func,ref,mask):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint,_cs.GLuint) def glStencilFuncSeparate(face,func,ref,mask):pass @_f @_p.types(None,_cs.GLuint) def glStencilMask(mask):pass @_f @_p.types(None,_cs.GLenum,_cs.GLuint) def glStencilMaskSeparate(face,mask):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum) def glStencilOp(fail,zfail,zpass):pass @_f @_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum,_cs.GLenum) def glStencilOpSeparate(face,sfail,dpfail,dppass):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.GLenum,_cs.GLsizei,_cs.GLenum,_cs.GLsizei,_cs.GLsizei) def glTexStorage2D(target,levels,internalformat,width,height):pass @_f @_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p) def glTexSubImage2D(target,level,xoffset,yoffset,width,height,format,type,pixels):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat) def glUniform1f(location,v0):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glUniform1fv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLint) def glUniform1i(location,v0):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glUniform1iv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat) def glUniform2f(location,v0,v1):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glUniform2fv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint) def glUniform2i(location,v0,v1):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glUniform2iv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glUniform3f(location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glUniform3fv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glUniform3i(location,v0,v1,v2):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glUniform3iv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glUniform4f(location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLfloatArray) def glUniform4fv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint) def glUniform4i(location,v0,v1,v2,v3):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,arrays.GLintArray) def glUniform4iv(location,count,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glUniformMatrix2fv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glUniformMatrix3fv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLint,_cs.GLsizei,_cs.GLboolean,arrays.GLfloatArray) def glUniformMatrix4fv(location,count,transpose,value):pass @_f @_p.types(None,_cs.GLuint) def glUseProgram(program):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat) def glVertexAttrib1f(index,x):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glVertexAttrib1fv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat) def glVertexAttrib2f(index,x,y):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glVertexAttrib2fv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glVertexAttrib3f(index,x,y,z):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glVertexAttrib3fv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat) def glVertexAttrib4f(index,x,y,z,w):pass @_f @_p.types(None,_cs.GLuint,arrays.GLfloatArray) def glVertexAttrib4fv(index,v):pass @_f @_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLenum,_cs.GLboolean,_cs.GLsizei,ctypes.c_void_p) def glVertexAttribPointer(index,size,type,normalized,stride,pointer):pass @_f @_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei) def glViewport(x,y,width,height):pass