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glew_core_functions.pyx
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glew_core_functions.pyx
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cimport gl
from struct import*
from ctypes import*
from libc.stdlib cimport malloc, free
# pyGLEW - Cython GLEW Wrapper for Python
#
# Copyright (C) 2012, Matthew Sitton
# 2012, Alex Marinescu
#
# LICENSED UNDER THE BSD LICENSE
#
# YOU SHOULD HAVE RECIEVED A COPY ALONG WITH THIS PROGRAM,
# SEE "LICENSE" FOR MORE INFORMATION.
#GL_VERSION_1_1
GL_VERSION_1_1 = gl.GL_VERSION_1_1
GL_ZERO = gl.GL_ZERO
GL_FALSE = gl.GL_FALSE
GL_LOGIC_OP = gl.GL_LOGIC_OP
GL_NONE = gl.GL_NONE
GL_TEXTURE_COMPONENTS = gl.GL_TEXTURE_COMPONENTS
GL_NO_ERROR = gl.GL_NO_ERROR
GL_POINTS = gl.GL_POINTS
GL_CURRENT_BIT = gl.GL_CURRENT_BIT
GL_TRUE = gl.GL_TRUE
GL_ONE = gl.GL_ONE
GL_CLIENT_PIXEL_STORE_BIT = gl.GL_CLIENT_PIXEL_STORE_BIT
GL_LINES = gl.GL_LINES
GL_LINE_LOOP = gl.GL_LINE_LOOP
GL_POINT_BIT = gl.GL_POINT_BIT
GL_CLIENT_VERTEX_ARRAY_BIT = gl.GL_CLIENT_VERTEX_ARRAY_BIT
GL_LINE_STRIP = gl.GL_LINE_STRIP
GL_LINE_BIT = gl.GL_LINE_BIT
GL_TRIANGLES = gl.GL_TRIANGLES
GL_TRIANGLE_STRIP = gl.GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN = gl.GL_TRIANGLE_FAN
GL_QUADS = gl.GL_QUADS
GL_QUAD_STRIP = gl.GL_QUAD_STRIP
GL_POLYGON_BIT = gl.GL_POLYGON_BIT
GL_POLYGON = gl.GL_POLYGON
GL_POLYGON_STIPPLE_BIT = gl.GL_POLYGON_STIPPLE_BIT
GL_PIXEL_MODE_BIT = gl.GL_PIXEL_MODE_BIT
GL_LIGHTING_BIT = gl.GL_LIGHTING_BIT
GL_FOG_BIT = gl.GL_FOG_BIT
GL_DEPTH_BUFFER_BIT = gl.GL_DEPTH_BUFFER_BIT
GL_ACCUM = gl.GL_ACCUM
GL_LOAD = gl.GL_LOAD
GL_RETURN = gl.GL_RETURN
GL_MULT = gl.GL_MULT
GL_ADD = gl.GL_ADD
GL_NEVER = gl.GL_NEVER
GL_ACCUM_BUFFER_BIT = gl.GL_ACCUM_BUFFER_BIT
GL_LESS = gl.GL_LESS
GL_EQUAL = gl.GL_EQUAL
GL_LEQUAL = gl.GL_LEQUAL
GL_GREATER = gl.GL_GREATER
GL_NOTEQUAL = gl.GL_NOTEQUAL
GL_GEQUAL = gl.GL_GEQUAL
GL_ALWAYS = gl.GL_ALWAYS
GL_SRC_COLOR = gl.GL_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR = gl.GL_ONE_MINUS_SRC_COLOR
GL_SRC_ALPHA = gl.GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA = gl.GL_ONE_MINUS_SRC_ALPHA
GL_DST_ALPHA = gl.GL_DST_ALPHA
GL_ONE_MINUS_DST_ALPHA = gl.GL_ONE_MINUS_DST_ALPHA
GL_DST_COLOR = gl.GL_DST_COLOR
GL_ONE_MINUS_DST_COLOR = gl.GL_ONE_MINUS_DST_COLOR
GL_SRC_ALPHA_SATURATE = gl.GL_SRC_ALPHA_SATURATE
GL_STENCIL_BUFFER_BIT = gl.GL_STENCIL_BUFFER_BIT
GL_FRONT_LEFT = gl.GL_FRONT_LEFT
GL_FRONT_RIGHT = gl.GL_FRONT_RIGHT
GL_BACK_LEFT = gl.GL_BACK_LEFT
GL_BACK_RIGHT = gl.GL_BACK_RIGHT
GL_FRONT = gl.GL_FRONT
GL_BACK = gl.GL_BACK
GL_LEFT = gl.GL_LEFT
GL_RIGHT = gl.GL_RIGHT
GL_FRONT_AND_BACK = gl.GL_FRONT_AND_BACK
GL_AUX0 = gl.GL_AUX0
GL_AUX1 = gl.GL_AUX1
GL_AUX2 = gl.GL_AUX2
GL_AUX3 = gl.GL_AUX3
GL_INVALID_ENUM = gl.GL_INVALID_ENUM
GL_INVALID_VALUE = gl.GL_INVALID_VALUE
GL_INVALID_OPERATION = gl.GL_INVALID_OPERATION
GL_STACK_OVERFLOW = gl.GL_STACK_OVERFLOW
GL_STACK_UNDERFLOW = gl.GL_STACK_UNDERFLOW
GL_OUT_OF_MEMORY = gl.GL_OUT_OF_MEMORY
GL_2D = gl.GL_2D
GL_3D = gl.GL_3D
GL_3D_COLOR = gl.GL_3D_COLOR
GL_3D_COLOR_TEXTURE = gl.GL_3D_COLOR_TEXTURE
GL_4D_COLOR_TEXTURE = gl.GL_4D_COLOR_TEXTURE
GL_PASS_THROUGH_TOKEN = gl.GL_PASS_THROUGH_TOKEN
GL_POINT_TOKEN = gl.GL_POINT_TOKEN
GL_LINE_TOKEN = gl.GL_LINE_TOKEN
GL_POLYGON_TOKEN = gl.GL_POLYGON_TOKEN
GL_BITMAP_TOKEN = gl.GL_BITMAP_TOKEN
GL_DRAW_PIXEL_TOKEN = gl.GL_DRAW_PIXEL_TOKEN
GL_COPY_PIXEL_TOKEN = gl.GL_COPY_PIXEL_TOKEN
GL_LINE_RESET_TOKEN = gl.GL_LINE_RESET_TOKEN
GL_EXP = gl.GL_EXP
GL_VIEWPORT_BIT = gl.GL_VIEWPORT_BIT
GL_EXP2 = gl.GL_EXP2
GL_CW = gl.GL_CW
GL_CCW = gl.GL_CCW
GL_COEFF = gl.GL_COEFF
GL_ORDER = gl.GL_ORDER
GL_DOMAIN = gl.GL_DOMAIN
GL_CURRENT_COLOR = gl.GL_CURRENT_COLOR
GL_CURRENT_INDEX = gl.GL_CURRENT_INDEX
GL_CURRENT_NORMAL = gl.GL_CURRENT_NORMAL
GL_CURRENT_TEXTURE_COORDS = gl.GL_CURRENT_TEXTURE_COORDS
GL_CURRENT_RASTER_COLOR = gl.GL_CURRENT_RASTER_COLOR
GL_CURRENT_RASTER_INDEX = gl.GL_CURRENT_RASTER_INDEX
GL_CURRENT_RASTER_TEXTURE_COORDS = gl.GL_CURRENT_RASTER_TEXTURE_COORDS
GL_CURRENT_RASTER_POSITION = gl.GL_CURRENT_RASTER_POSITION
GL_CURRENT_RASTER_POSITION_VALID = gl.GL_CURRENT_RASTER_POSITION_VALID
GL_CURRENT_RASTER_DISTANCE = gl.GL_CURRENT_RASTER_DISTANCE
GL_POINT_SMOOTH = gl.GL_POINT_SMOOTH
GL_POINT_SIZE = gl.GL_POINT_SIZE
GL_POINT_SIZE_RANGE = gl.GL_POINT_SIZE_RANGE
GL_POINT_SIZE_GRANULARITY = gl.GL_POINT_SIZE_GRANULARITY
GL_LINE_SMOOTH = gl.GL_LINE_SMOOTH
GL_LINE_WIDTH = gl.GL_LINE_WIDTH
GL_LINE_WIDTH_RANGE = gl.GL_LINE_WIDTH_RANGE
GL_LINE_WIDTH_GRANULARITY = gl.GL_LINE_WIDTH_GRANULARITY
GL_LINE_STIPPLE = gl.GL_LINE_STIPPLE
GL_LINE_STIPPLE_PATTERN = gl.GL_LINE_STIPPLE_PATTERN
GL_LINE_STIPPLE_REPEAT = gl.GL_LINE_STIPPLE_REPEAT
GL_LIST_MODE = gl.GL_LIST_MODE
GL_MAX_LIST_NESTING = gl.GL_MAX_LIST_NESTING
GL_LIST_BASE = gl.GL_LIST_BASE
GL_LIST_INDEX = gl.GL_LIST_INDEX
GL_POLYGON_MODE = gl.GL_POLYGON_MODE
GL_POLYGON_SMOOTH = gl.GL_POLYGON_SMOOTH
GL_POLYGON_STIPPLE = gl.GL_POLYGON_STIPPLE
GL_EDGE_FLAG = gl.GL_EDGE_FLAG
GL_CULL_FACE = gl.GL_CULL_FACE
GL_CULL_FACE_MODE = gl.GL_CULL_FACE_MODE
GL_FRONT_FACE = gl.GL_FRONT_FACE
GL_LIGHTING = gl.GL_LIGHTING
GL_LIGHT_MODEL_LOCAL_VIEWER = gl.GL_LIGHT_MODEL_LOCAL_VIEWER
GL_LIGHT_MODEL_TWO_SIDE = gl.GL_LIGHT_MODEL_TWO_SIDE
GL_LIGHT_MODEL_AMBIENT = gl.GL_LIGHT_MODEL_AMBIENT
GL_SHADE_MODEL = gl.GL_SHADE_MODEL
GL_COLOR_MATERIAL_FACE = gl.GL_COLOR_MATERIAL_FACE
GL_COLOR_MATERIAL_PARAMETER = gl.GL_COLOR_MATERIAL_PARAMETER
GL_COLOR_MATERIAL = gl.GL_COLOR_MATERIAL
GL_FOG = gl.GL_FOG
GL_FOG_INDEX = gl.GL_FOG_INDEX
GL_FOG_DENSITY = gl.GL_FOG_DENSITY
GL_FOG_START = gl.GL_FOG_START
GL_FOG_END = gl.GL_FOG_END
GL_FOG_MODE = gl.GL_FOG_MODE
GL_FOG_COLOR = gl.GL_FOG_COLOR
GL_DEPTH_RANGE = gl.GL_DEPTH_RANGE
GL_DEPTH_TEST = gl.GL_DEPTH_TEST
GL_DEPTH_WRITEMASK = gl.GL_DEPTH_WRITEMASK
GL_DEPTH_CLEAR_VALUE = gl.GL_DEPTH_CLEAR_VALUE
GL_DEPTH_FUNC = gl.GL_DEPTH_FUNC
GL_ACCUM_CLEAR_VALUE = gl.GL_ACCUM_CLEAR_VALUE
GL_STENCIL_TEST = gl.GL_STENCIL_TEST
GL_STENCIL_CLEAR_VALUE = gl.GL_STENCIL_CLEAR_VALUE
GL_STENCIL_FUNC = gl.GL_STENCIL_FUNC
GL_STENCIL_VALUE_MASK = gl.GL_STENCIL_VALUE_MASK
GL_STENCIL_FAIL = gl.GL_STENCIL_FAIL
GL_STENCIL_PASS_DEPTH_FAIL = gl.GL_STENCIL_PASS_DEPTH_FAIL
GL_STENCIL_PASS_DEPTH_PASS = gl.GL_STENCIL_PASS_DEPTH_PASS
GL_STENCIL_REF = gl.GL_STENCIL_REF
GL_STENCIL_WRITEMASK = gl.GL_STENCIL_WRITEMASK
GL_MATRIX_MODE = gl.GL_MATRIX_MODE
GL_NORMALIZE = gl.GL_NORMALIZE
GL_VIEWPORT = gl.GL_VIEWPORT
GL_MODELVIEW_STACK_DEPTH = gl.GL_MODELVIEW_STACK_DEPTH
GL_PROJECTION_STACK_DEPTH = gl.GL_PROJECTION_STACK_DEPTH
GL_TEXTURE_STACK_DEPTH = gl.GL_TEXTURE_STACK_DEPTH
GL_MODELVIEW_MATRIX = gl.GL_MODELVIEW_MATRIX
GL_PROJECTION_MATRIX = gl.GL_PROJECTION_MATRIX
GL_TEXTURE_MATRIX = gl.GL_TEXTURE_MATRIX
GL_ATTRIB_STACK_DEPTH = gl.GL_ATTRIB_STACK_DEPTH
GL_CLIENT_ATTRIB_STACK_DEPTH = gl.GL_CLIENT_ATTRIB_STACK_DEPTH
GL_ALPHA_TEST = gl.GL_ALPHA_TEST
GL_ALPHA_TEST_FUNC = gl.GL_ALPHA_TEST_FUNC
GL_ALPHA_TEST_REF = gl.GL_ALPHA_TEST_REF
GL_DITHER = gl.GL_DITHER
GL_BLEND_DST = gl.GL_BLEND_DST
GL_BLEND_SRC = gl.GL_BLEND_SRC
GL_BLEND = gl.GL_BLEND
GL_LOGIC_OP_MODE = gl.GL_LOGIC_OP_MODE
GL_INDEX_LOGIC_OP = gl.GL_INDEX_LOGIC_OP
GL_COLOR_LOGIC_OP = gl.GL_COLOR_LOGIC_OP
GL_AUX_BUFFERS = gl.GL_AUX_BUFFERS
GL_DRAW_BUFFER = gl.GL_DRAW_BUFFER
GL_READ_BUFFER = gl.GL_READ_BUFFER
GL_SCISSOR_BOX = gl.GL_SCISSOR_BOX
GL_SCISSOR_TEST = gl.GL_SCISSOR_TEST
GL_INDEX_CLEAR_VALUE = gl.GL_INDEX_CLEAR_VALUE
GL_INDEX_WRITEMASK = gl.GL_INDEX_WRITEMASK
GL_COLOR_CLEAR_VALUE = gl.GL_COLOR_CLEAR_VALUE
GL_COLOR_WRITEMASK = gl.GL_COLOR_WRITEMASK
GL_INDEX_MODE = gl.GL_INDEX_MODE
GL_RGBA_MODE = gl.GL_RGBA_MODE
GL_DOUBLEBUFFER = gl.GL_DOUBLEBUFFER
GL_STEREO = gl.GL_STEREO
GL_RENDER_MODE = gl.GL_RENDER_MODE
GL_PERSPECTIVE_CORRECTION_HINT = gl.GL_PERSPECTIVE_CORRECTION_HINT
GL_POINT_SMOOTH_HINT = gl.GL_POINT_SMOOTH_HINT
GL_LINE_SMOOTH_HINT = gl.GL_LINE_SMOOTH_HINT
GL_POLYGON_SMOOTH_HINT = gl.GL_POLYGON_SMOOTH_HINT
GL_FOG_HINT = gl.GL_FOG_HINT
GL_TEXTURE_GEN_S = gl.GL_TEXTURE_GEN_S
GL_TEXTURE_GEN_T = gl.GL_TEXTURE_GEN_T
GL_TEXTURE_GEN_R = gl.GL_TEXTURE_GEN_R
GL_TEXTURE_GEN_Q = gl.GL_TEXTURE_GEN_Q
GL_PIXEL_MAP_I_TO_I = gl.GL_PIXEL_MAP_I_TO_I
GL_PIXEL_MAP_S_TO_S = gl.GL_PIXEL_MAP_S_TO_S
GL_PIXEL_MAP_I_TO_R = gl.GL_PIXEL_MAP_I_TO_R
GL_PIXEL_MAP_I_TO_G = gl.GL_PIXEL_MAP_I_TO_G
GL_PIXEL_MAP_I_TO_B = gl.GL_PIXEL_MAP_I_TO_B
GL_PIXEL_MAP_I_TO_A = gl.GL_PIXEL_MAP_I_TO_A
GL_PIXEL_MAP_R_TO_R = gl.GL_PIXEL_MAP_R_TO_R
GL_PIXEL_MAP_G_TO_G = gl.GL_PIXEL_MAP_G_TO_G
GL_PIXEL_MAP_B_TO_B = gl.GL_PIXEL_MAP_B_TO_B
GL_PIXEL_MAP_A_TO_A = gl.GL_PIXEL_MAP_A_TO_A
GL_PIXEL_MAP_I_TO_I_SIZE = gl.GL_PIXEL_MAP_I_TO_I_SIZE
GL_PIXEL_MAP_S_TO_S_SIZE = gl.GL_PIXEL_MAP_S_TO_S_SIZE
GL_PIXEL_MAP_I_TO_R_SIZE = gl.GL_PIXEL_MAP_I_TO_R_SIZE
GL_PIXEL_MAP_I_TO_G_SIZE = gl.GL_PIXEL_MAP_I_TO_G_SIZE
GL_PIXEL_MAP_I_TO_B_SIZE = gl.GL_PIXEL_MAP_I_TO_B_SIZE
GL_PIXEL_MAP_I_TO_A_SIZE = gl.GL_PIXEL_MAP_I_TO_A_SIZE
GL_PIXEL_MAP_R_TO_R_SIZE = gl.GL_PIXEL_MAP_R_TO_R_SIZE
GL_PIXEL_MAP_G_TO_G_SIZE = gl.GL_PIXEL_MAP_G_TO_G_SIZE
GL_PIXEL_MAP_B_TO_B_SIZE = gl.GL_PIXEL_MAP_B_TO_B_SIZE
GL_PIXEL_MAP_A_TO_A_SIZE = gl.GL_PIXEL_MAP_A_TO_A_SIZE
GL_UNPACK_SWAP_BYTES = gl.GL_UNPACK_SWAP_BYTES
GL_UNPACK_LSB_FIRST = gl.GL_UNPACK_LSB_FIRST
GL_UNPACK_ROW_LENGTH = gl.GL_UNPACK_ROW_LENGTH
GL_UNPACK_SKIP_ROWS = gl.GL_UNPACK_SKIP_ROWS
GL_UNPACK_SKIP_PIXELS = gl.GL_UNPACK_SKIP_PIXELS
GL_UNPACK_ALIGNMENT = gl.GL_UNPACK_ALIGNMENT
GL_PACK_SWAP_BYTES = gl.GL_PACK_SWAP_BYTES
GL_PACK_LSB_FIRST = gl.GL_PACK_LSB_FIRST
GL_PACK_ROW_LENGTH = gl.GL_PACK_ROW_LENGTH
GL_PACK_SKIP_ROWS = gl.GL_PACK_SKIP_ROWS
GL_PACK_SKIP_PIXELS = gl.GL_PACK_SKIP_PIXELS
GL_PACK_ALIGNMENT = gl.GL_PACK_ALIGNMENT
GL_MAP_COLOR = gl.GL_MAP_COLOR
GL_MAP_STENCIL = gl.GL_MAP_STENCIL
GL_INDEX_SHIFT = gl.GL_INDEX_SHIFT
GL_INDEX_OFFSET = gl.GL_INDEX_OFFSET
GL_RED_SCALE = gl.GL_RED_SCALE
GL_RED_BIAS = gl.GL_RED_BIAS
GL_ZOOM_X = gl.GL_ZOOM_X
GL_ZOOM_Y = gl.GL_ZOOM_Y
GL_GREEN_SCALE = gl.GL_GREEN_SCALE
GL_GREEN_BIAS = gl.GL_GREEN_BIAS
GL_BLUE_SCALE = gl.GL_BLUE_SCALE
GL_BLUE_BIAS = gl.GL_BLUE_BIAS
GL_ALPHA_SCALE = gl.GL_ALPHA_SCALE
GL_ALPHA_BIAS = gl.GL_ALPHA_BIAS
GL_DEPTH_SCALE = gl.GL_DEPTH_SCALE
GL_DEPTH_BIAS = gl.GL_DEPTH_BIAS
GL_MAX_EVAL_ORDER = gl.GL_MAX_EVAL_ORDER
GL_MAX_LIGHTS = gl.GL_MAX_LIGHTS
GL_MAX_CLIP_PLANES = gl.GL_MAX_CLIP_PLANES
GL_MAX_TEXTURE_SIZE = gl.GL_MAX_TEXTURE_SIZE
GL_MAX_PIXEL_MAP_TABLE = gl.GL_MAX_PIXEL_MAP_TABLE
GL_MAX_ATTRIB_STACK_DEPTH = gl.GL_MAX_ATTRIB_STACK_DEPTH
GL_MAX_MODELVIEW_STACK_DEPTH = gl.GL_MAX_MODELVIEW_STACK_DEPTH
GL_MAX_NAME_STACK_DEPTH = gl.GL_MAX_NAME_STACK_DEPTH
GL_MAX_PROJECTION_STACK_DEPTH = gl.GL_MAX_PROJECTION_STACK_DEPTH
GL_MAX_TEXTURE_STACK_DEPTH = gl.GL_MAX_TEXTURE_STACK_DEPTH
GL_MAX_VIEWPORT_DIMS = gl.GL_MAX_VIEWPORT_DIMS
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = gl.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
GL_SUBPIXEL_BITS = gl.GL_SUBPIXEL_BITS
GL_INDEX_BITS = gl.GL_INDEX_BITS
GL_RED_BITS = gl.GL_RED_BITS
GL_GREEN_BITS = gl.GL_GREEN_BITS
GL_BLUE_BITS = gl.GL_BLUE_BITS
GL_ALPHA_BITS = gl.GL_ALPHA_BITS
GL_DEPTH_BITS = gl.GL_DEPTH_BITS
GL_STENCIL_BITS = gl.GL_STENCIL_BITS
GL_ACCUM_RED_BITS = gl.GL_ACCUM_RED_BITS
GL_ACCUM_GREEN_BITS = gl.GL_ACCUM_GREEN_BITS
GL_ACCUM_BLUE_BITS = gl.GL_ACCUM_BLUE_BITS
GL_ACCUM_ALPHA_BITS = gl.GL_ACCUM_ALPHA_BITS
GL_NAME_STACK_DEPTH = gl.GL_NAME_STACK_DEPTH
GL_AUTO_NORMAL = gl.GL_AUTO_NORMAL
GL_MAP1_COLOR_4 = gl.GL_MAP1_COLOR_4
GL_MAP1_INDEX = gl.GL_MAP1_INDEX
GL_MAP1_NORMAL = gl.GL_MAP1_NORMAL
GL_MAP1_TEXTURE_COORD_1 = gl.GL_MAP1_TEXTURE_COORD_1
GL_MAP1_TEXTURE_COORD_2 = gl.GL_MAP1_TEXTURE_COORD_2
GL_MAP1_TEXTURE_COORD_3 = gl.GL_MAP1_TEXTURE_COORD_3
GL_MAP1_TEXTURE_COORD_4 = gl.GL_MAP1_TEXTURE_COORD_4
GL_MAP1_VERTEX_3 = gl.GL_MAP1_VERTEX_3
GL_MAP1_VERTEX_4 = gl.GL_MAP1_VERTEX_4
GL_MAP2_COLOR_4 = gl.GL_MAP2_COLOR_4
GL_MAP2_INDEX = gl.GL_MAP2_INDEX
GL_MAP2_NORMAL = gl.GL_MAP2_NORMAL
GL_MAP2_TEXTURE_COORD_1 = gl.GL_MAP2_TEXTURE_COORD_1
GL_MAP2_TEXTURE_COORD_2 = gl.GL_MAP2_TEXTURE_COORD_2
GL_MAP2_TEXTURE_COORD_3 = gl.GL_MAP2_TEXTURE_COORD_3
GL_MAP2_TEXTURE_COORD_4 = gl.GL_MAP2_TEXTURE_COORD_4
GL_MAP2_VERTEX_3 = gl.GL_MAP2_VERTEX_3
GL_MAP2_VERTEX_4 = gl.GL_MAP2_VERTEX_4
GL_MAP1_GRID_DOMAIN = gl.GL_MAP1_GRID_DOMAIN
GL_MAP1_GRID_SEGMENTS = gl.GL_MAP1_GRID_SEGMENTS
GL_MAP2_GRID_DOMAIN = gl.GL_MAP2_GRID_DOMAIN
GL_MAP2_GRID_SEGMENTS = gl.GL_MAP2_GRID_SEGMENTS
GL_TEXTURE_1D = gl.GL_TEXTURE_1D
GL_TEXTURE_2D = gl.GL_TEXTURE_2D
GL_FEEDBACK_BUFFER_POINTER = gl.GL_FEEDBACK_BUFFER_POINTER
GL_FEEDBACK_BUFFER_SIZE = gl.GL_FEEDBACK_BUFFER_SIZE
GL_FEEDBACK_BUFFER_TYPE = gl.GL_FEEDBACK_BUFFER_TYPE
GL_SELECTION_BUFFER_POINTER = gl.GL_SELECTION_BUFFER_POINTER
GL_SELECTION_BUFFER_SIZE = gl.GL_SELECTION_BUFFER_SIZE
GL_TEXTURE_WIDTH = gl.GL_TEXTURE_WIDTH
GL_TRANSFORM_BIT = gl.GL_TRANSFORM_BIT
GL_TEXTURE_HEIGHT = gl.GL_TEXTURE_HEIGHT
GL_TEXTURE_INTERNAL_FORMAT = gl.GL_TEXTURE_INTERNAL_FORMAT
GL_TEXTURE_BORDER_COLOR = gl.GL_TEXTURE_BORDER_COLOR
GL_TEXTURE_BORDER = gl.GL_TEXTURE_BORDER
GL_DONT_CARE = gl.GL_DONT_CARE
GL_FASTEST = gl.GL_FASTEST
GL_NICEST = gl.GL_NICEST
GL_AMBIENT = gl.GL_AMBIENT
GL_DIFFUSE = gl.GL_DIFFUSE
GL_SPECULAR = gl.GL_SPECULAR
GL_POSITION = gl.GL_POSITION
GL_SPOT_DIRECTION = gl.GL_SPOT_DIRECTION
GL_SPOT_EXPONENT = gl.GL_SPOT_EXPONENT
GL_SPOT_CUTOFF = gl.GL_SPOT_CUTOFF
GL_CONSTANT_ATTENUATION = gl.GL_CONSTANT_ATTENUATION
GL_LINEAR_ATTENUATION = gl.GL_LINEAR_ATTENUATION
GL_QUADRATIC_ATTENUATION = gl.GL_QUADRATIC_ATTENUATION
GL_COMPILE = gl.GL_COMPILE
GL_COMPILE_AND_EXECUTE = gl.GL_COMPILE_AND_EXECUTE
GL_BYTE = gl.GL_BYTE
GL_UNSIGNED_BYTE = gl.GL_UNSIGNED_BYTE
GL_SHORT = gl.GL_SHORT
GL_UNSIGNED_SHORT = gl.GL_UNSIGNED_SHORT
GL_INT = gl.GL_INT
GL_UNSIGNED_INT = gl.GL_UNSIGNED_INT
GL_FLOAT = gl.GL_FLOAT
GL_2_BYTES = gl.GL_2_BYTES
GL_3_BYTES = gl.GL_3_BYTES
GL_4_BYTES = gl.GL_4_BYTES
GL_DOUBLE = gl.GL_DOUBLE
GL_CLEAR = gl.GL_CLEAR
GL_AND = gl.GL_AND
GL_AND_REVERSE = gl.GL_AND_REVERSE
GL_COPY = gl.GL_COPY
GL_AND_INVERTED = gl.GL_AND_INVERTED
GL_NOOP = gl.GL_NOOP
GL_XOR = gl.GL_XOR
GL_OR = gl.GL_OR
GL_NOR = gl.GL_NOR
GL_EQUIV = gl.GL_EQUIV
GL_INVERT = gl.GL_INVERT
GL_OR_REVERSE = gl.GL_OR_REVERSE
GL_COPY_INVERTED = gl.GL_COPY_INVERTED
GL_OR_INVERTED = gl.GL_OR_INVERTED
GL_NAND = gl.GL_NAND
GL_SET = gl.GL_SET
GL_EMISSION = gl.GL_EMISSION
GL_SHININESS = gl.GL_SHININESS
GL_AMBIENT_AND_DIFFUSE = gl.GL_AMBIENT_AND_DIFFUSE
GL_COLOR_INDEXES = gl.GL_COLOR_INDEXES
GL_MODELVIEW = gl.GL_MODELVIEW
GL_PROJECTION = gl.GL_PROJECTION
GL_TEXTURE = gl.GL_TEXTURE
GL_COLOR = gl.GL_COLOR
GL_DEPTH = gl.GL_DEPTH
GL_STENCIL = gl.GL_STENCIL
GL_COLOR_INDEX = gl.GL_COLOR_INDEX
GL_STENCIL_INDEX = gl.GL_STENCIL_INDEX
GL_DEPTH_COMPONENT = gl.GL_DEPTH_COMPONENT
GL_RED = gl.GL_RED
GL_GREEN = gl.GL_GREEN
GL_BLUE = gl.GL_BLUE
GL_ALPHA = gl.GL_ALPHA
GL_RGB = gl.GL_RGB
GL_RGBA = gl.GL_RGBA
GL_LUMINANCE = gl.GL_LUMINANCE
GL_LUMINANCE_ALPHA = gl.GL_LUMINANCE_ALPHA
GL_BITMAP = gl.GL_BITMAP
GL_POINT = gl.GL_POINT
GL_LINE = gl.GL_LINE
GL_FILL = gl.GL_FILL
GL_RENDER = gl.GL_RENDER
GL_FEEDBACK = gl.GL_FEEDBACK
GL_SELECT = gl.GL_SELECT
GL_FLAT = gl.GL_FLAT
GL_SMOOTH = gl.GL_SMOOTH
GL_KEEP = gl.GL_KEEP
GL_REPLACE = gl.GL_REPLACE
GL_INCR = gl.GL_INCR
GL_DECR = gl.GL_DECR
GL_VENDOR = gl.GL_VENDOR
GL_RENDERER = gl.GL_RENDERER
GL_VERSION = gl.GL_VERSION
GL_EXTENSIONS = gl.GL_EXTENSIONS
GL_S = gl.GL_S
GL_ENABLE_BIT = gl.GL_ENABLE_BIT
GL_T = gl.GL_T
GL_R = gl.GL_R
GL_Q = gl.GL_Q
GL_MODULATE = gl.GL_MODULATE
GL_DECAL = gl.GL_DECAL
GL_TEXTURE_ENV_MODE = gl.GL_TEXTURE_ENV_MODE
GL_TEXTURE_ENV_COLOR = gl.GL_TEXTURE_ENV_COLOR
GL_TEXTURE_ENV = gl.GL_TEXTURE_ENV
GL_EYE_LINEAR = gl.GL_EYE_LINEAR
GL_OBJECT_LINEAR = gl.GL_OBJECT_LINEAR
GL_SPHERE_MAP = gl.GL_SPHERE_MAP
GL_TEXTURE_GEN_MODE = gl.GL_TEXTURE_GEN_MODE
GL_OBJECT_PLANE = gl.GL_OBJECT_PLANE
GL_EYE_PLANE = gl.GL_EYE_PLANE
GL_NEAREST = gl.GL_NEAREST
GL_LINEAR = gl.GL_LINEAR
GL_NEAREST_MIPMAP_NEAREST = gl.GL_NEAREST_MIPMAP_NEAREST
GL_LINEAR_MIPMAP_NEAREST = gl.GL_LINEAR_MIPMAP_NEAREST
GL_NEAREST_MIPMAP_LINEAR = gl.GL_NEAREST_MIPMAP_LINEAR
GL_LINEAR_MIPMAP_LINEAR = gl.GL_LINEAR_MIPMAP_LINEAR
GL_TEXTURE_MAG_FILTER = gl.GL_TEXTURE_MAG_FILTER
GL_TEXTURE_MIN_FILTER = gl.GL_TEXTURE_MIN_FILTER
GL_TEXTURE_WRAP_S = gl.GL_TEXTURE_WRAP_S
GL_TEXTURE_WRAP_T = gl.GL_TEXTURE_WRAP_T
GL_CLAMP = gl.GL_CLAMP
GL_REPEAT = gl.GL_REPEAT
GL_POLYGON_OFFSET_UNITS = gl.GL_POLYGON_OFFSET_UNITS
GL_POLYGON_OFFSET_POINT = gl.GL_POLYGON_OFFSET_POINT
GL_POLYGON_OFFSET_LINE = gl.GL_POLYGON_OFFSET_LINE
GL_R3_G3_B2 = gl.GL_R3_G3_B2
GL_V2F = gl.GL_V2F
GL_V3F = gl.GL_V3F
GL_C4UB_V2F = gl.GL_C4UB_V2F
GL_C4UB_V3F = gl.GL_C4UB_V3F
GL_C3F_V3F = gl.GL_C3F_V3F
GL_N3F_V3F = gl.GL_N3F_V3F
GL_C4F_N3F_V3F = gl.GL_C4F_N3F_V3F
GL_T2F_V3F = gl.GL_T2F_V3F
GL_T4F_V4F = gl.GL_T4F_V4F
GL_T2F_C4UB_V3F = gl.GL_T2F_C4UB_V3F
GL_T2F_C3F_V3F = gl.GL_T2F_C3F_V3F
GL_T2F_N3F_V3F = gl.GL_T2F_N3F_V3F
GL_T2F_C4F_N3F_V3F = gl.GL_T2F_C4F_N3F_V3F
GL_T4F_C4F_N3F_V4F = gl.GL_T4F_C4F_N3F_V4F
GL_CLIP_PLANE0 = gl.GL_CLIP_PLANE0
GL_CLIP_PLANE1 = gl.GL_CLIP_PLANE1
GL_CLIP_PLANE2 = gl.GL_CLIP_PLANE2
GL_CLIP_PLANE3 = gl.GL_CLIP_PLANE3
GL_CLIP_PLANE4 = gl.GL_CLIP_PLANE4
GL_CLIP_PLANE5 = gl.GL_CLIP_PLANE5
GL_LIGHT0 = gl.GL_LIGHT0
GL_COLOR_BUFFER_BIT = gl.GL_COLOR_BUFFER_BIT
GL_LIGHT1 = gl.GL_LIGHT1
GL_LIGHT2 = gl.GL_LIGHT2
GL_LIGHT3 = gl.GL_LIGHT3
GL_LIGHT4 = gl.GL_LIGHT4
GL_LIGHT5 = gl.GL_LIGHT5
GL_LIGHT6 = gl.GL_LIGHT6
GL_LIGHT7 = gl.GL_LIGHT7
GL_HINT_BIT = gl.GL_HINT_BIT
GL_POLYGON_OFFSET_FILL = gl.GL_POLYGON_OFFSET_FILL
GL_POLYGON_OFFSET_FACTOR = gl.GL_POLYGON_OFFSET_FACTOR
GL_ALPHA4 = gl.GL_ALPHA4
GL_ALPHA8 = gl.GL_ALPHA8
GL_ALPHA12 = gl.GL_ALPHA12
GL_ALPHA16 = gl.GL_ALPHA16
GL_LUMINANCE4 = gl.GL_LUMINANCE4
GL_LUMINANCE8 = gl.GL_LUMINANCE8
GL_LUMINANCE12 = gl.GL_LUMINANCE12
GL_LUMINANCE16 = gl.GL_LUMINANCE16
GL_LUMINANCE4_ALPHA4 = gl.GL_LUMINANCE4_ALPHA4
GL_LUMINANCE6_ALPHA2 = gl.GL_LUMINANCE6_ALPHA2
GL_LUMINANCE8_ALPHA8 = gl.GL_LUMINANCE8_ALPHA8
GL_LUMINANCE12_ALPHA4 = gl.GL_LUMINANCE12_ALPHA4
GL_LUMINANCE12_ALPHA12 = gl.GL_LUMINANCE12_ALPHA12
GL_LUMINANCE16_ALPHA16 = gl.GL_LUMINANCE16_ALPHA16
GL_INTENSITY = gl.GL_INTENSITY
GL_INTENSITY4 = gl.GL_INTENSITY4
GL_INTENSITY8 = gl.GL_INTENSITY8
GL_INTENSITY12 = gl.GL_INTENSITY12
GL_INTENSITY16 = gl.GL_INTENSITY16
GL_RGB4 = gl.GL_RGB4
GL_RGB5 = gl.GL_RGB5
GL_RGB8 = gl.GL_RGB8
GL_RGB10 = gl.GL_RGB10
GL_RGB12 = gl.GL_RGB12
GL_RGB16 = gl.GL_RGB16
GL_RGBA2 = gl.GL_RGBA2
GL_RGBA4 = gl.GL_RGBA4
GL_RGB5_A1 = gl.GL_RGB5_A1
GL_RGBA8 = gl.GL_RGBA8
GL_RGB10_A2 = gl.GL_RGB10_A2
GL_RGBA12 = gl.GL_RGBA12
GL_RGBA16 = gl.GL_RGBA16
GL_TEXTURE_RED_SIZE = gl.GL_TEXTURE_RED_SIZE
GL_TEXTURE_GREEN_SIZE = gl.GL_TEXTURE_GREEN_SIZE
GL_TEXTURE_BLUE_SIZE = gl.GL_TEXTURE_BLUE_SIZE
GL_TEXTURE_ALPHA_SIZE = gl.GL_TEXTURE_ALPHA_SIZE
GL_TEXTURE_LUMINANCE_SIZE = gl.GL_TEXTURE_LUMINANCE_SIZE
GL_TEXTURE_INTENSITY_SIZE = gl.GL_TEXTURE_INTENSITY_SIZE
GL_PROXY_TEXTURE_1D = gl.GL_PROXY_TEXTURE_1D
GL_PROXY_TEXTURE_2D = gl.GL_PROXY_TEXTURE_2D
GL_TEXTURE_PRIORITY = gl.GL_TEXTURE_PRIORITY
GL_TEXTURE_RESIDENT = gl.GL_TEXTURE_RESIDENT
GL_TEXTURE_BINDING_1D = gl.GL_TEXTURE_BINDING_1D
GL_TEXTURE_BINDING_2D = gl.GL_TEXTURE_BINDING_2D
GL_VERTEX_ARRAY = gl.GL_VERTEX_ARRAY
GL_NORMAL_ARRAY = gl.GL_NORMAL_ARRAY
GL_COLOR_ARRAY = gl.GL_COLOR_ARRAY
GL_INDEX_ARRAY = gl.GL_INDEX_ARRAY
GL_TEXTURE_COORD_ARRAY = gl.GL_TEXTURE_COORD_ARRAY
GL_EDGE_FLAG_ARRAY = gl.GL_EDGE_FLAG_ARRAY
GL_VERTEX_ARRAY_SIZE = gl.GL_VERTEX_ARRAY_SIZE
GL_VERTEX_ARRAY_TYPE = gl.GL_VERTEX_ARRAY_TYPE
GL_VERTEX_ARRAY_STRIDE = gl.GL_VERTEX_ARRAY_STRIDE
GL_NORMAL_ARRAY_TYPE = gl.GL_NORMAL_ARRAY_TYPE
GL_NORMAL_ARRAY_STRIDE = gl.GL_NORMAL_ARRAY_STRIDE
GL_COLOR_ARRAY_SIZE = gl.GL_COLOR_ARRAY_SIZE
GL_COLOR_ARRAY_TYPE = gl.GL_COLOR_ARRAY_TYPE
GL_COLOR_ARRAY_STRIDE = gl.GL_COLOR_ARRAY_STRIDE
GL_INDEX_ARRAY_TYPE = gl.GL_INDEX_ARRAY_TYPE
GL_INDEX_ARRAY_STRIDE = gl.GL_INDEX_ARRAY_STRIDE
GL_TEXTURE_COORD_ARRAY_SIZE = gl.GL_TEXTURE_COORD_ARRAY_SIZE
GL_TEXTURE_COORD_ARRAY_TYPE = gl.GL_TEXTURE_COORD_ARRAY_TYPE
GL_TEXTURE_COORD_ARRAY_STRIDE = gl.GL_TEXTURE_COORD_ARRAY_STRIDE
GL_EDGE_FLAG_ARRAY_STRIDE = gl.GL_EDGE_FLAG_ARRAY_STRIDE
GL_VERTEX_ARRAY_POINTER = gl.GL_VERTEX_ARRAY_POINTER
GL_NORMAL_ARRAY_POINTER = gl.GL_NORMAL_ARRAY_POINTER
GL_COLOR_ARRAY_POINTER = gl.GL_COLOR_ARRAY_POINTER
GL_INDEX_ARRAY_POINTER = gl.GL_INDEX_ARRAY_POINTER
GL_TEXTURE_COORD_ARRAY_POINTER = gl.GL_TEXTURE_COORD_ARRAY_POINTER
GL_EDGE_FLAG_ARRAY_POINTER = gl.GL_EDGE_FLAG_ARRAY_POINTER
GL_COLOR_INDEX1_EXT = gl.GL_COLOR_INDEX1_EXT
GL_COLOR_INDEX2_EXT = gl.GL_COLOR_INDEX2_EXT
GL_COLOR_INDEX4_EXT = gl.GL_COLOR_INDEX4_EXT
GL_COLOR_INDEX8_EXT = gl.GL_COLOR_INDEX8_EXT
GL_COLOR_INDEX12_EXT = gl.GL_COLOR_INDEX12_EXT
GL_COLOR_INDEX16_EXT = gl.GL_COLOR_INDEX16_EXT
GL_EVAL_BIT = gl.GL_EVAL_BIT
GL_LIST_BIT = gl.GL_LIST_BIT
GL_TEXTURE_BIT = gl.GL_TEXTURE_BIT
GL_SCISSOR_BIT = gl.GL_SCISSOR_BIT
GL_ALL_ATTRIB_BITS = gl.GL_ALL_ATTRIB_BITS
GL_CLIENT_ALL_ATTRIB_BITS = gl.GL_CLIENT_ALL_ATTRIB_BITS
def glAccum(op, value):
gl.glAccum(op, value)
def glAlphaFunc(func, ref):
gl.glAlphaFunc(func, ref)
def glAreTexturesResident(n, unsigned int textures, bint residences):
cdef unsigned int* textures1 = &textures
cdef bint* residences1 = &residences
return gl.glAreTexturesResident(n, textures1, residences1)
def glArrayElement(i):
gl.glArrayElement(i)
def glBegin(mode):
gl.glBegin(mode)
def glBindTexture(target, texture):
gl.glBindTexture(target, texture)
def glBitmap(width, height, xorig, yorig, xmove, ymove, unsigned char bitmap):
cdef unsigned char* bitmap1 = &bitmap
gl.glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap1)
def glBlendFunc(sfactor, dfactor):
gl.glBlendFunc(sfactor, dfactor)
def glCallList(list):
gl.glCallList(list)
def glCallLists(n, type, lists):
gl.glCallLists(n, type, <void*>lists)
def glClear(mask):
gl.glClear(mask)
def glClearAccum(red, green, blue, alpha):
gl.glClearAccum(red, green, blue, alpha)
def glClearColor(red, green, blue, alpha):
gl.glClearColor(red, green, blue, alpha)
def glClearDepth(depth):
gl.glClearDepth(depth)
def glClearIndex(c):
gl.glClearIndex(c)
def glClearStencil(s):
gl.glClearStencil(s)
def glClipPlane(plane, double equation):
cdef double* equation1 = &equation
gl.glClipPlane(plane, equation1)
def glColor3b(red, green, blue):
gl.glColor3b(red, green, blue)
def glColor3bv(signed char v):
cdef signed char* v1 = &v
gl.glColor3bv(v1)
def glColor3d(red, green, blue):
gl.glColor3d(red, green, blue)
def glColor3dv(double v):
cdef double* v1 = &v
gl.glColor3dv(v1)
def glColor3f(red, green, blue):
gl.glColor3f(red, green, blue)
def glColor3fv(float v):
cdef float* v1 = &v
gl.glColor3fv(v1)
def glColor3i(red, green, blue):
gl.glColor3i(red, green, blue)
def glColor3iv(int v):
cdef int* v1 = &v
gl.glColor3iv(v1)
def glColor3s(red, green, blue):
gl.glColor3s(red, green, blue)
def glColor3sv(short v):
cdef short* v1 = &v
gl.glColor3sv(v1)
def glColor3ub(red, green, blue):
gl.glColor3ub(red, green, blue)
def glColor3ubv(unsigned char v):
cdef unsigned char* v1 = &v
gl.glColor3ubv(v1)
def glColor3ui(red, green, blue):
gl.glColor3ui(red, green, blue)
def glColor3uiv(unsigned int v):
cdef unsigned int* v1 = &v
gl.glColor3uiv(v1)
def glColor3us(red, green, blue):
gl.glColor3us(red, green, blue)
def glColor3usv(unsigned short v):
cdef unsigned short* v1 = &v
gl.glColor3usv(v1)
def glColor4b(red, green, blue, alpha):
gl.glColor4b(red, green, blue, alpha)
def glColor4bv(signed char v):
cdef signed char* v1 = &v
gl.glColor4bv(v1)
def glColor4d(red, green, blue, alpha):
gl.glColor4d(red, green, blue, alpha)
def glColor4dv(double v):
cdef double* v1 = &v
gl.glColor4dv(v1)
def glColor4f(red, green, blue, alpha):
gl.glColor4f(red, green, blue, alpha)
def glColor4fv(float v):
cdef float* v1 = &v
gl.glColor4fv(v1)
def glColor4i(red, green, blue, alpha):
gl.glColor4i(red, green, blue, alpha)
def glColor4iv(int v):
cdef int* v1 = &v
gl.glColor4iv(v1)
def glColor4s(red, green, blue, alpha):
gl.glColor4s(red, green, blue, alpha)
def glColor4sv(short v):
cdef short* v1 = &v
gl.glColor4sv(v1)
def glColor4ub(red, green, blue, alpha):
gl.glColor4ub(red, green, blue, alpha)
def glColor4ubv(unsigned char v):
cdef unsigned char* v1 = &v
gl.glColor4ubv(v1)
def glColor4ui(red, green, blue, alpha):
gl.glColor4ui(red, green, blue, alpha)
def glColor4uiv(unsigned int v):
cdef unsigned int* v1 = &v
gl.glColor4uiv(v1)
def glColor4us(red, green, blue, alpha):
gl.glColor4us(red, green, blue, alpha)
def glColor4usv(unsigned short v):
cdef unsigned short* v1 = &v
gl.glColor4usv(v1)
def glColorMask(red, green, blue, alpha):
gl.glColorMask(red, green, blue, alpha)
def glColorMaterial(face, mode):
gl.glColorMaterial(face, mode)
def glColorPointer(size, int type, stride, pointer):
cdef float* array = <float*>malloc(len(pointer) * sizeof(float))
for v,i in enumerate(pointer):
array[v] = i
gl.glColorPointer(size, type, stride, array)
free(array)
def glCopyPixels(x, y, width, height, type):
gl.glCopyPixels(x, y, width, height, type)
def glCopyTexImage1D(target, level, internalFormat, x, y, width, border):
gl.glCopyTexImage1D(target, level, internalFormat, x, y, width, border)
def glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border):
gl.glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border)
def glCopyTexSubImage1D(target, level, xoffset, x, y, width):
gl.glCopyTexSubImage1D(target, level, xoffset, x, y, width)
def glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height):
gl.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height)
def glCullFace(mode):
gl.glCullFace(mode)
def glDeleteLists(list, range):
gl.glDeleteLists(list, range)
def glDeleteTextures(n, unsigned int textures):
cdef unsigned int* textures1 = &textures
gl.glDeleteTextures(n, textures1)
def glDepthFunc(func):
gl.glDepthFunc(func)
def glDepthMask(flag):
gl.glDepthMask(flag)
def glDepthRange(zNear, zFar):
gl.glDepthRange(zNear, zFar)
def glDisable(cap):
gl.glDisable(cap)
def glDisableClientState(array):
gl.glDisableClientState(array)
def glDrawArrays(int mode, first, count):
gl.glDrawArrays(mode, first, count)
def testArr():
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
def glDrawBuffer(mode):
gl.glDrawBuffer(mode)
def glDrawElements(mode, count, type, indices):
gl.glDrawElements(mode, count, type, <void*>indices)
def glDrawPixels(width, height, format, type, pixels):
gl.glDrawPixels(width, height, format, type, <void*>pixels)
def glEdgeFlag(flag):
gl.glEdgeFlag(flag)
def glEdgeFlagPointer(stride, pointer):
gl.glEdgeFlagPointer(stride, <void*>pointer)
def glEdgeFlagv(bint flag):
cdef bint* flag1 = &flag
gl.glEdgeFlagv(flag1)
def glEnable(cap):
gl.glEnable(cap)
def glEnableClientState(array):
gl.glEnableClientState(array)
def glEnd():
gl.glEnd()
def glEndList():
gl.glEndList()
def glEvalCoord1d(u):
gl.glEvalCoord1d(u)
def glEvalCoord1dv(double u):
cdef double* u1 = &u
gl.glEvalCoord1dv(u1)
def glEvalCoord1f(u):
gl.glEvalCoord1f(u)
def glEvalCoord1fv(float u):
cdef float* u1 = &u
gl.glEvalCoord1fv(u1)
def glEvalCoord2d(u, v):
gl.glEvalCoord2d(u, v)
def glEvalCoord2dv(double u):
cdef double* u1 = &u
gl.glEvalCoord2dv(u1)
def glEvalCoord2f(u, v):
gl.glEvalCoord2f(u, v)
def glEvalCoord2fv(float u):
cdef float* u1 = &u
gl.glEvalCoord2fv(u1)
def glEvalMesh1(mode, i1, i2):
gl.glEvalMesh1(mode, i1, i2)
def glEvalMesh2(mode, i1, i2, j1, j2):
gl.glEvalMesh2(mode, i1, i2, j1, j2)
def glEvalPoint1(i):
gl.glEvalPoint1(i)
def glEvalPoint2(i, j):
gl.glEvalPoint2(i, j)
def glFeedbackBuffer(size, type, float buffer):
cdef float* buffer1 = &buffer
gl.glFeedbackBuffer(size, type, buffer1)
def glFinish():
gl.glFinish()
def glFlush():
gl.glFlush()
def glFogf(pname, param):
gl.glFogf(pname, param)
def glFogfv(pname, float params):
cdef float* param1 = ¶ms
gl.glFogfv(pname, param1)
def glFogiv(pname, int params):
cdef int* param1 = ¶ms
gl.glFogiv(pname, param1)
def glFogi(pname, param):
gl.glFogi(pname, param)
def glFrontFace(mode):
gl.glFrontFace(mode)
def glFrustum(left, right, bottom, top, zNear, zFar):
gl.glFrustum(left, right, bottom, top, zNear, zFar)
def glGenLists(range):
return gl.glGenLists(range)
def glGenTextures(n):
cdef unsigned int test
gl.glGenTextures(n, &test)
return test
def glGetBooleanv(pname, bint params):
gl.glGetBooleanv(pname, <bint*> params)
def glGetClipPlane(plane, double equation):
cdef double* equation1 = &equation
gl.glGetClipPlane(plane, equation1)
def glGetDoublev(pname, double params):
cdef double* params1 = ¶ms
gl.glGetDoublev(pname, params1)
def glGetError():
return gl.glGetError()
def glGetFloatv(pname, float params):
cdef float* params1 = ¶ms
gl.glGetFloatv(pname, params1)
def glGetIntegerv(pname, int params):
gl.glGetIntegerv(pname, <int*>params)
def glGetLightfv(light, pname, float params):
cdef float* params1 = ¶ms
gl.glGetLightfv(light, pname, params1)
def glGetLightiv(light, pname, int params):
gl.glGetLightiv(light, pname, <int*>params)
def glGetMapdv(target, query, double v):
cdef double* v1 = &v
gl.glGetMapdv(target, query, v1)
def glGetMapfv(target, query, float v):
cdef float* v1 = &v
gl.glGetMapfv(target, query, v1)
def glGetMapiv(target, query, int v):
gl.glGetMapiv(target, query, <int*>v)
def glGetMaterialfv(face, pname, float params):
cdef float* params1 = ¶ms
gl.glGetMaterialfv(face, pname, params1)
def glGetMaterialiv(face, pname, int params):
gl.glGetMaterialiv(face, pname, <int*>params)
def glGetPixelMapfv(map, float values):
cdef float* values1 = &values
gl.glGetPixelMapfv(map, values1)
def glGetPixelMapuiv(map, unsigned int values):
gl.glGetPixelMapuiv(map, <unsigned int*>values)
def glGetPixelMapusv(map, unsigned short values):
gl.glGetPixelMapusv(map, <unsigned short*>values)
def glGetPointerv(pname, params):
cdef void* t = <void*>params
gl.glGetPointerv(pname, &t)
def glGetPolygonStipple(unsigned char mask):
gl.glGetPolygonStipple(<unsigned char*>mask)
def glGetString(name):
return gl.glGetString(name)
def glGetTexEnvfv(target, pname, float params):
cdef float* params1 = ¶ms
gl.glGetTexEnvfv(target, pname, params1)
def glGetTexEnviv(target, pname, int params):
gl.glGetTexEnviv(target, pname, <int*>params)
def glGetTexGendv(coord, pname, double params):
cdef double* params1 = ¶ms
gl.glGetTexGendv(coord, pname, params1)
def glGetTexGenfv(coord, pname, float params):
cdef float* params1 = ¶ms
gl.glGetTexGenfv(coord, pname, params1)
def glGetTexGeniv(coord, pname, int params):
gl.glGetTexGeniv(coord, pname, <int*>params)
def glGetTexImage(target, level, format, type, pixels):
gl.glGetTexImage(target, level, format, type, <void*>pixels)
def glGetTexLevelParameterfv(target, level, pname, float params):
cdef float* params1 = ¶ms
gl.glGetTexLevelParameterfv(target, level, pname, params1)
def glGetTexLevelParameteriv(target, level, pname, int params):
gl.glGetTexLevelParameteriv(target, level, pname, <int*>params)
def glGetTexParameterfv(target, pname, float params):
cdef float* params1 = ¶ms
gl.glGetTexParameterfv(target, pname, params1)
def glGetTexParameteriv(target, pname, int params):
gl.glGetTexParameteriv(target, pname, <int*>params)
def glHint(target, mode):
gl.glHint(target, mode)
def glIndexMask(mask):
gl.glIndexMask(mask)
def glIndexPointer(type, stride, pointer):