OpenGL.GL.EXT.vertex_weighting

OpenGL extension EXT.vertex_weighting
This module customises the behaviour of the OpenGL.raw.GL.EXT.vertex_weighting to provide a more Python-friendly API
Overview (from the spec)
The intent of this extension is to provide a means for blending geometry based on two slightly differing modelview matrices. The blending is based on a vertex weighting that can change on a per-vertex basis. This provides a primitive form of skinning.
A second modelview matrix transform is introduced. When vertex weighting is enabled, the incoming vertex object coordinates are transformed by both the primary and secondary modelview matrices; likewise, the incoming normal coordinates are transformed by the inverses of both the primary and secondary modelview matrices. The resulting two position coordinates and two normal coordinates are blended based on the per-vertex vertex weight and then combined by addition. The transformed, weighted, and combined vertex position and normal are then used by OpenGL as the eye-space position and normal for lighting, texture coordinate, generation, clipping, and further vertex transformation.
The official definition of this extension is available here: http://www.opengl.org/registry/specs/EXT/vertex_weighting.txt

Functions

Constants

GL_CURRENT_VERTEX_WEIGHT_EXT (34059)
GL_MODELVIEW0_EXT (5888)
GL_MODELVIEW0_MATRIX_EXT (2982)
GL_MODELVIEW0_STACK_DEPTH_EXT (2979)
GL_MODELVIEW1_EXT (34058)
GL_MODELVIEW1_MATRIX_EXT (34054)
GL_MODELVIEW1_STACK_DEPTH_EXT (34050)
GL_VERTEX_WEIGHT_ARRAY_EXT (34060)
GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT (34064)
GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT (34061)
GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT (34063)
GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT (34062)
GL_VERTEX_WEIGHTING_EXT (34057)