OpenGL.GL.VERSION.GL_2_0

OpenGL extension VERSION.GL_2_0
This module customises the behaviour of the OpenGL.raw.GL.VERSION.GL_2_0 to provide a more Python-friendly API
The official definition of this extension is available here: http://www.opengl.org/registry/specs/VERSION/GL_2_0.txt

Functions

glAttachShader( program , shader )
glBindAttribLocation( program , index , name )
glBlendEquationSeparate( modeRGB , modeAlpha )
glCompileShader( shader )
glCreateProgram( ) -> <class 'ctypes.c_uint'>
glCreateShader( type ) -> <class 'ctypes.c_uint'>
glDeleteProgram( program )
glDeleteShader( shader )
glDetachShader( program , shader )
glDrawBuffers( n = None , bufs = None )
glDrawBuffers( bufs ) -> bufs
Wrapper will calculate n from dims of bufs if only one argument is provided...
glGetActiveAttrib( program , index , bufSize , length , size , type , name )
glGetActiveUniform( program , index )
Retrieve the name, size and type of the uniform of the index in the program
glGetAttachedShaders( obj )
Retrieve the attached objects as an array of GLhandle instances
glGetAttribLocation( program , name ) -> <class 'ctypes.c_int'>
Check that name is a string with a null byte at the end of it
glGetProgramInfoLog( obj )
Retrieve the shader program's error messages as a Python string
returns string which is '' if no message
glGetProgramiv( program , pname , params = None )
Will automatically allocate params if not provided
glGetShaderInfoLog( obj )
Retrieve the shader's error messages as a Python string
returns string which is '' if no message
glGetShaderiv( shader , pname , status = None )
Retrieve the integer parameter for the given shader
shader
shader ID to query
pname
parameter name
status
pointer to integer to receive status or None to return the parameter as an integer value
returns integer if status parameter is None status if status parameter is not None
glGetShaderSource( obj )
Retrieve the program/shader's source code as a Python string
returns string which is '' if no source code
glGetUniformfv( program , location , params )
glGetUniformiv( program , location , params )
glGetUniformLocation( program , name ) -> <class 'ctypes.c_int'>
Check that name is a string with a null byte at the end of it
glGetVertexAttribdv( index , pname , params )
glGetVertexAttribfv( index , pname , params )
glGetVertexAttribiv( index , pname , params )
glGetVertexAttribPointerv( index , pname , pointer )
glIsProgram( program ) -> <class 'ctypes.c_ubyte'>
glIsShader( shader ) -> <class 'ctypes.c_ubyte'>
glLinkProgram( program )
glShaderSource( shaderObj , string )
glShaderSource( GLhandle(shaderObj),[bytes(string),...]) -> None
glStencilFuncSeparate( face , func , ref , mask )
glStencilMaskSeparate( face , mask )
glStencilOpSeparate( face , sfail , dpfail , dppass )
glUniform1f( location , v0 )
glUniform1fv( location , count , value )
glUniform1i( location , v0 )
glUniform1iv( location , count , value )
glUniform2f( location , v0 , v1 )
glUniform2fv( location , count , value )
glUniform2i( location , v0 , v1 )
glUniform2iv( location , count , value )
glUniform3f( location , v0 , v1 , v2 )
glUniform3fv( location , count , value )
glUniform3i( location , v0 , v1 , v2 )
glUniform3iv( location , count , value )
glUniform4f( location , v0 , v1 , v2 , v3 )
glUniform4fv( location , count , value )
glUniform4i( location , v0 , v1 , v2 , v3 )
glUniform4iv( location , count , value )
glUniformMatrix2fv( location , count , transpose , value )
glUniformMatrix3fv( location , count , transpose , value )
glUniformMatrix4fv( location , count , transpose , value )
glUseProgram( program )
glValidateProgram( program )
glVertexAttrib1d( index , x )
glVertexAttrib1dv( index , v )
glVertexAttrib1f( index , x )
glVertexAttrib1fv( index , v )
glVertexAttrib1s( index , x )
glVertexAttrib1sv( index , v )
glVertexAttrib2d( index , x , y )
glVertexAttrib2dv( index , v )
glVertexAttrib2f( index , x , y )
glVertexAttrib2fv( index , v )
glVertexAttrib2s( index , x , y )
glVertexAttrib2sv( index , v )
glVertexAttrib3d( index , x , y , z )
glVertexAttrib3dv( index , v )
glVertexAttrib3f( index , x , y , z )
glVertexAttrib3fv( index , v )
glVertexAttrib3s( index , x , y , z )
glVertexAttrib3sv( index , v )
glVertexAttrib4bv( index , v )
glVertexAttrib4d( index , x , y , z , w )
glVertexAttrib4dv( index , v )
glVertexAttrib4f( index , x , y , z , w )
glVertexAttrib4fv( index , v )
glVertexAttrib4iv( index , v )
glVertexAttrib4Nbv( index , v )
glVertexAttrib4Niv( index , v )
glVertexAttrib4Nsv( index , v )
glVertexAttrib4Nub( index , x , y , z , w )
glVertexAttrib4Nubv( index , v )
glVertexAttrib4Nuiv( index , v )
glVertexAttrib4Nusv( index , v )
glVertexAttrib4s( index , x , y , z , w )
glVertexAttrib4sv( index , v )
glVertexAttrib4ubv( index , v )
glVertexAttrib4uiv( index , v )
glVertexAttrib4usv( index , v )
glVertexAttribPointer( index , size , type , normalized , stride , pointer )
Set an attribute pointer for a given shader (index)
index
the index of the generic vertex to bind, see glGetAttribLocation for retrieval of the value, note that index is a global variable, not per-shader
size
number of basic elements per record, 1,2,3, or 4
type
enum constant for data-type
normalized
whether to perform int to float normalization on integer-type values
stride
stride in machine units (bytes) between consecutive records, normally used to create "interleaved" arrays
pointer
data-pointer which provides the data-values, normally a vertex-buffer-object or offset into the same.
This implementation stores a copy of the data-pointer in the contextdata structure in order to prevent null- reference errors in the renderer.

Constants

GL_ACTIVE_ATTRIBUTE_MAX_LENGTH (35722)
GL_ACTIVE_ATTRIBUTES (35721)
GL_ACTIVE_UNIFORM_MAX_LENGTH (35719)
GL_ACTIVE_UNIFORMS (35718)
GL_ATTACHED_SHADERS (35717)
GL_BLEND_EQUATION_ALPHA (34877)
GL_BLEND_EQUATION_RGB (32777)
GL_BOOL (35670)
GL_BOOL_VEC2 (35671)
GL_BOOL_VEC3 (35672)
GL_BOOL_VEC4 (35673)
GL_COMPILE_STATUS (35713)
GL_COORD_REPLACE (34914)
GL_CURRENT_PROGRAM (35725)
GL_CURRENT_VERTEX_ATTRIB (34342)
GL_DELETE_STATUS (35712)
GL_DRAW_BUFFER0 (34853)
GL_DRAW_BUFFER1 (34854)
GL_DRAW_BUFFER10 (34863)
GL_DRAW_BUFFER11 (34864)
GL_DRAW_BUFFER12 (34865)
GL_DRAW_BUFFER13 (34866)
GL_DRAW_BUFFER14 (34867)
GL_DRAW_BUFFER15 (34868)
GL_DRAW_BUFFER2 (34855)
GL_DRAW_BUFFER3 (34856)
GL_DRAW_BUFFER4 (34857)
GL_DRAW_BUFFER5 (34858)
GL_DRAW_BUFFER6 (34859)
GL_DRAW_BUFFER7 (34860)
GL_DRAW_BUFFER8 (34861)
GL_DRAW_BUFFER9 (34862)
GL_FLOAT_MAT2 (35674)
GL_FLOAT_MAT3 (35675)
GL_FLOAT_MAT4 (35676)
GL_FLOAT_VEC2 (35664)
GL_FLOAT_VEC3 (35665)
GL_FLOAT_VEC4 (35666)
GL_FRAGMENT_SHADER (35632)
GL_FRAGMENT_SHADER_DERIVATIVE_HINT (35723)
GL_INFO_LOG_LENGTH (35716)
GL_INT_VEC2 (35667)
GL_INT_VEC3 (35668)
GL_INT_VEC4 (35669)
GL_LINK_STATUS (35714)
GL_LOWER_LEFT (36001)
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (35661)
GL_MAX_DRAW_BUFFERS (34852)
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS (35657)
GL_MAX_TEXTURE_COORDS (34929)
GL_MAX_TEXTURE_IMAGE_UNITS (34930)
GL_MAX_VARYING_FLOATS (35659)
GL_MAX_VERTEX_ATTRIBS (34921)
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS (35660)
GL_MAX_VERTEX_UNIFORM_COMPONENTS (35658)
GL_POINT_SPRITE (34913)
GL_POINT_SPRITE_COORD_ORIGIN (36000)
GL_SAMPLER_1D (35677)
GL_SAMPLER_1D_SHADOW (35681)
GL_SAMPLER_2D (35678)
GL_SAMPLER_2D_SHADOW (35682)
GL_SAMPLER_3D (35679)
GL_SAMPLER_CUBE (35680)
GL_SHADER_SOURCE_LENGTH (35720)
GL_SHADER_TYPE (35663)
GL_SHADING_LANGUAGE_VERSION (35724)
GL_STENCIL_BACK_FAIL (34817)
GL_STENCIL_BACK_FUNC (34816)
GL_STENCIL_BACK_PASS_DEPTH_FAIL (34818)
GL_STENCIL_BACK_PASS_DEPTH_PASS (34819)
GL_STENCIL_BACK_REF (36003)
GL_STENCIL_BACK_VALUE_MASK (36004)
GL_STENCIL_BACK_WRITEMASK (36005)
GL_UPPER_LEFT (36002)
GL_VALIDATE_STATUS (35715)
GL_VERTEX_ATTRIB_ARRAY_ENABLED (34338)
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED (34922)
GL_VERTEX_ATTRIB_ARRAY_POINTER (34373)
GL_VERTEX_ATTRIB_ARRAY_SIZE (34339)
GL_VERTEX_ATTRIB_ARRAY_STRIDE (34340)
GL_VERTEX_ATTRIB_ARRAY_TYPE (34341)
GL_VERTEX_PROGRAM_POINT_SIZE (34370)
GL_VERTEX_PROGRAM_TWO_SIDE (34371)
GL_VERTEX_SHADER (35633)