pyui.renderers.openglPygame
index
c:\projects\pyuicvs\pyui\renderers\openglpygame.py

PyGame openGL renderer

 
Modules
            
pygame.locals
pyui.renderers.openglBase
pygame
pyui
sys
time
 
Classes
            
pyui.renderers.openglBase.OpenGLBase(pyui.renderer3d.Renderer3DBase)
OpenGLPygame
 
class OpenGLPygame(pyui.renderers.openglBase.OpenGLBase)
       PyGame 3D wrapper for the GL renderer
 
  
Method resolution order:
OpenGLPygame
pyui.renderers.openglBase.OpenGLBase
pyui.renderer3d.Renderer3DBase
pyui.rendererBase.RendererBase

Methods defined here:
__init__(self, w, h, fullscreen, title)
draw(self, windows)
loadTexture(self, filename, label=None)
This loads images without using P.I.L! Yay.
quit(self)
update(self)
PyGame event handling.

Data and non-method functions defined here:
__doc__ = ' PyGame 3D wrapper for the GL renderer\n '
str(object) -> string
 
Return a nice string representation of the object.
If the argument is a string, the return value is the same object.
__module__ = 'pyui.renderers.openglPygame'
str(object) -> string
 
Return a nice string representation of the object.
If the argument is a string, the return value is the same object.
name = 'P3D'
str(object) -> string
 
Return a nice string representation of the object.
If the argument is a string, the return value is the same object.

Methods inherited from pyui.renderers.openglBase.OpenGLBase:
ReSizeGLScene(self, Width, Height)
clear(self)
createFont(self, fontName, fontSize, flags)
Create a font. returns a handle. NOTE: This wont work on LINUX!!!!
createFont_OLD(self, fontName, fontSize, flags)
dirtyCollidingWindows(self, inRect)
Dont do dirty rects in 3D
do_text(self, text, position, color, font)
Draw some text to the screen using a bitmapped font
do_text_OLD(self, text, position, color, font)
This text method uses the old GLUT rendering instead of True Type fonts.
drawGradient(self, rect, c1, c2, c3, c4)
Draws a gradient rectangle
drawImage(self, rect, filename, pieceRect=None)
Draws an image at a position.
drawImageRotated(self, rect, filename, rotDegrees=0, textureEffect=0)
Draws an image at a position.
drawLine(self, x1, y1, x2, y2, color)
Draws a line
drawRect(self, color, rect)
Fills a rectangle with the specified color.
drawText(self, text, pos, color, font=None)
Draws the text on the screen in the specified position.
getModifiers(self)
getScreenSize(self)
 Returns (width, height) of the scene viewport
getTextSize(self, text, font=None)
gets the width and height of a piece of text.
getTextSize_OLD(self, text, font=None)
This text method uses the old GLUT rendering instead of True Type fonts.
loadImage(self, filename, label=None)
packColor(self, r, g, b, a=255)
pack the rgb triplet into a color
setClipping(self, rect=None)
set the clipping rectangle for the main screen. defaults to clearing the clipping rectangle.
NOTE: isn't working...
setWindowOrigin(self, winX, winY)
setup2D(self)
Setup everything on the opengl Stack to draw in 2D in a way that can be torn down later.
teardown2D(self)
tear down the 2D stuff to revert to the previous state.

Methods inherited from pyui.renderer3d.Renderer3DBase:
addGeometryNode(self, objectHandle, bone=0)
addGeometryPiece(self, node, iType, info, offset, ypr, effect='', effectParams={})
addToWorld(self, worldHandle, objectHandle)
attachController(self, objectHandle, controllerType, boneName)
attachObject(self, objectHandle, toObjectHandle, connectionPointName='', toConnectionPointName='')
attachView(self, windowHandle, viewHandle)
attachWindow(self, windowHandle, xoffset, yoffset, objectHandle, viewHandle, nodeName)
createEmptyBody(self, xyz=(0.0, 0.0, 0.0), label='emptyBody')
createObject(self, model)
createView(self, world)
createWorld(self)
destroyFont(self, fontHandle)
destroyObject(self, handle)
destroyView(self, viewHandle)
destroyWorld(self, worldHandle)
detachController(self, objectHandle, controllerHandle)
detachObject(self, objectHandle, fromObjectHandle)
detachWindow(self, windowHandle)
dumpCache(self)
getCameraDir(self, viewHandle)
getCameraPos(self, viewHandle)
getCameraYPR(self, viewHandle)
getDesktopWindow(self)
getNodeEffect(self, node, num)
getNodeProjectedPos(self, nodeHandle, viewHandle)
getObjectNode(self, objectHandle, nodeName, LODLevel)
getObjectProjectedPos(self, objectHandle, viewHandle)
loadAnimation(self, animation)
loadMusic(self, waveFileName)
loadSound(self, waveFileName)
moveCamera(self, viewHandle, offset)
moveObject(self, objectHandle, delta, moveRate, turnRate=0, onCompleted=None)
moveObjectTo(self, objectHandle, location, moveRate, turnRate=0, onCompleted=None)
pickView(self, viewHandle, xy)
playMusic(self, waveFileName, completionCallback=None)
playSound(self, waveFileName, completionCallback=None)
removeFromWorld(self, worldHandle, objectHandle)
rotateObject(self, objectHandle, delta, turnRate, onCompleted=None)
rotateObjectTo(self, objectHandle, orientation, turnRate, onCompleted=None)
setCameraPos(self, viewHandle, pos)
setCameraYPR(self, viewHandle, YPR)
setController(self, controllerHandle, **parms)
setEffectParameters(self, effect, parms)
setLightParameters(self, viewHandle, YPR)
setObjectAnimation(self, objectHandle, animation, onCompleted=None, blendTime=0.0, loop=1)
setObjectPos(self, objectHandle, pos)
setObjectScale(self, objectHandle, scale)
setObjectYPR(self, objectHandle, YPR)
setViewParameters(self, viewHandle, parameters)
setViewProjectionMode(self, viewHandle, projectionMode)
setWindowEffect(self, windowHandle, effectName)
stopMusic(self, waveFileName)
stopSound(self, waveFileName)
toggleDebugInfo(self)
updateWorld(self, worldHandle)

Methods inherited from pyui.rendererBase.RendererBase:
addRect(self, rect)
createWindow(self, title)
describeWindow(self, windowHandle, drawList)
destroyWindow(self, windowHandle)
doesDirtyRects(self)
drawView(self, rect, handle)
getImageSize(self, filename)
Return the width and height of the image
getMustFill(self)
moveToFront(self, windowHandle)
moveWindow(self, windowHandle, x, y)
readTimer(self)
run(self, callback=None)
This is a default way of _running_ an application using
the current renderer.
setBackMethod(self, drawBackMethod, *args)
Set the method used to draw the background.
setDrawList(self, drawList)
setMustFill(self)
setWindowTitle(self, title)
sets the title of the OS main window.
unpackColor(self, color)
 
Functions
            
glAccum(...)
glAccum(op, value) -> None
glAlphaFunc(...)
glAlphaFunc(func, ref) -> None
glAreTexturesResident(...)
glAreTexturesResident(textures[]) -> residences
glArrayElement(...)
glArrayElement(i) -> None
glBegin(...)
glBegin(mode) -> None
glBindTexture(...)
glBindTexture(target, texture) -> None
glBitmap(...)
glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap) -> None
glBlendFunc(...)
glBlendFunc(sfactor, dfactor) -> None
glCallList(...)
glCallList(list) -> None
glCallLists(...)
glCallLists(lists[]) -> None
glClear(...)
glClear(mask) -> None
glClearAccum(...)
glClearAccum(red, green, blue, alpha) -> None
glClearColor(...)
glClearColor(red, green, blue, alpha) -> None
glClearDepth(...)
glClearDepth(depth) -> None
glClearIndex(...)
glClearIndex(c) -> None
glClearStencil(...)
glClearStencil(s) -> None
glClipPlane(...)
glClipPlane(plane, equation[]) -> None
glColor3b(...)
glColor3b(red, green, blue) -> None
glColor3bv(...)
glColor3bv(v) -> None
glColor3d(...)
glColor3d(red, green, blue) -> None
glColor3dv(...)
glColor3dv(v) -> None
glColor3f(...)
glColor3f(red, green, blue) -> None
glColor3fv(...)
glColor3fv(v) -> None
glColor3i(...)
glColor3i(red, green, blue) -> None
glColor3iv(...)
glColor3iv(v) -> None
glColor3s(...)
glColor3s(red, green, blue) -> None
glColor3sv(...)
glColor3sv(v) -> None
glColor3ub(...)
glColor3ub(red, green, blue) -> None
glColor3ubv(...)
glColor3ubv(v) -> None
glColor3ui(...)
glColor3ui(red, green, blue) -> None
glColor3uiv(...)
glColor3uiv(v) -> None
glColor3us(...)
glColor3us(red, green, blue) -> None
glColor3usv(...)
glColor3usv(v) -> None
glColor4b(...)
glColor4b(red, green, blue) -> None
glColor4bv(...)
glColor4bv(v) -> None
glColor4d(...)
glColor4d(red, green, blue) -> None
glColor4dv(...)
glColor4dv(v) -> None
glColor4f(...)
glColor4f(red, green, blue) -> None
glColor4fv(...)
glColor4fv(v) -> None
glColor4i(...)
glColor4i(red, green, blue) -> None
glColor4iv(...)
glColor4iv(v) -> None
glColor4s(...)
glColor4s(red, green, blue) -> None
glColor4sv(...)
glColor4sv(v) -> None
glColor4ub(...)
glColor4ub(red, green, blue) -> None
glColor4ubv(...)
glColor4ubv(v) -> None
glColor4ui(...)
glColor4ui(red, green, blue) -> None
glColor4uiv(...)
glColor4uiv(v) -> None
glColor4us(...)
glColor4us(red, green, blue) -> None
glColor4usv(...)
glColor4usv(v) -> None
glColorMask(...)
glColorMask(red, gree, blue, alpha) -> None
glColorMaterial(...)
glColorMaterial(face, mode) -> None
glColorPointer(...)
glColorPointer(size, type, stride, pointer) -> None
glColorPointerb(...)
glColorPointerb(pointer[][]) -> None
glColorPointerd(...)
glColorPointerd(pointer[][]) -> None
glColorPointerf(...)
glColorPointerf(pointer[][]) -> None
glColorPointeri(...)
glColorPointeri(pointer[][]) -> None
glColorPointers(...)
glColorPointers(pointer[][]) -> None
glColorPointerub(...)
glColorPointerub(pointer[][]) -> None
glColorPointerui(...)
glColorPointerui(pointer[][]) -> None
glColorPointerus(...)
glColorPointerus(pointer[][]) -> None
glCopyPixels(...)
glCopyPixels(x, y, width, height, type) -> None
glCopyTexImage1D(...)
glCopyTexImage1D(target, level, internalFormat, x, y, width, border) -> None
glCopyTexImage2D(...)
glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border) -> None
glCopyTexSubImage1D(...)
glCopyTexSubImage1D(target, level, xoffset, x, y, width) -> None
glCopyTexSubImage2D(...)
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height) -> None
glCullFace(...)
glCullFace(mode) -> None
glDeleteLists(...)
glDeleteLists(list, range) -> None
glDeleteTextures(...)
glDeleteTextures(textures[]) -> None
glDepthFunc(...)
glDepthFunc(func) -> None
glDepthMask(...)
glDepthMask(flag) -> None
glDepthRange(...)
glDepthRange(zNear, zFar) -> None
glDisable(...)
glDisable(cap) -> None
glDisableClientState(...)
glDisableClientState(array) -> None
glDrawArrays(...)
glDrawArrays(mode, first, count) -> None
glDrawBuffer(...)
glDrawBuffer(mode) -> None
glDrawElements(...)
glDrawElements(mode, count, type, indices) -> None
glDrawElementsub(...)
glDrawElementsub(mode, indices[]) -> None
glDrawElementsui(...)
glDrawElementsui(mode, indices[]) -> None
glDrawElementsus(...)
glDrawElementsus(mode, indices[]) -> None
glDrawPixels(...)
glDrawPixels(width, height, format, type, pixels) -> None
glDrawPixelsb(...)
glDrawPixelsb(format, pixels[][] | pixels[][][]) -> None
glDrawPixelsf(...)
glDrawPixelsf(format, pixels[][] | pixels[][][]) -> None
glDrawPixelsi(...)
glDrawPixelsi(format, pixels[][] | pixels[][][]) -> None
glDrawPixelss(...)
glDrawPixelss(format, pixels[][] | pixels[][][]) -> None
glDrawPixelsub(...)
glDrawPixelsub(format, pixels[][] | pixels[][][]) -> None
glDrawPixelsui(...)
glDrawPixelsui(format, pixels[][] | pixels[][][]) -> None
glDrawPixelsus(...)
glDrawPixelsus(format, pixels[][] | pixels[][][]) -> None
glEdgeFlag(...)
glEdgeFlag(flag) -> None
glEdgeFlagPointer(...)
glEdgeFlagPointer(stride, pointer) -> None
glEdgeFlagPointerb(...)
glEdgeFlagPointerb(pointer[]) -> None
glEdgeFlagv(...)
glEdgeFlagv(flag) -> None
glEnable(...)
glEnable(cap) -> None
glEnableClientState(...)
glEnableClientState(array) -> None
glEnd(...)
glEnd() -> None
glEndList(...)
glEndList() -> None
glEvalCoord1d(...)
glEvalCoord1d(u) -> None
glEvalCoord1dv(...)
glEvalCoord1dv(v) -> None
glEvalCoord1f(...)
glEvalCoord1f(u) -> None
glEvalCoord1fv(...)
glEvalCoord1fv(v) -> None
glEvalCoord2d(...)
glEvalCoord2d(u, v) -> None
glEvalCoord2dv(...)
glEvalCoord2dv(v) -> None
glEvalCoord2f(...)
glEvalCoord2f(u, v) -> None
glEvalCoord2fv(...)
glEvalCoord2fv(v) -> None
glEvalMesh1(...)
glEvalMesh1(mode, i1, i2) -> None
glEvalMesh2(...)
glEvalMesh2(mode, i1, i2, j1, j2) -> None
glEvalPoint1(...)
glEvalPoint1(i) -> None
glEvalPoint2(...)
glEvalPoint2(i, j) -> None
glFeedbackBuffer(...)
glFeedbackBuffer(size, type) -> None
glFinish(...)
glFinish() -> None
glFlush(...)
glFlush() -> None
glFog = glFogfv(...)
glFogfv(pname, params[]) -> None
glFogf(...)
glFogf(pname, param) -> None
glFogfv(...)
glFogfv(pname, params[]) -> None
glFogi(...)
glFogi(pname, param) -> None
glFogiv(...)
glFogiv(pname, params[]) -> None
glFrontFace(...)
glFrontFace(mode) -> None
glFrustum(...)
glFrustum(left, right, bottom, top, zNear, zFar) -> None
glGenLists(...)
glGenLists(range) -> listBase
glGenTextures(...)
glGenTextures(n) -> textures
glGetBoolean = glGetBooleanv(...)
glGetBooleanv(pname) -> params
glGetBooleanv(...)
glGetBooleanv(pname) -> params
glGetClipPlane(...)
glGetClipPlane(plane) -> equation
glGetDouble = glGetDoublev(...)
glGetDoublev(pname) -> params
glGetDoublev(...)
glGetDoublev(pname) -> params
glGetFloat = glGetFloatv(...)
glGetFloatv(pname) -> params
glGetFloatv(...)
glGetFloatv(pname) -> params
glGetInteger = glGetIntegerv(...)
glGetIntegerv(pname) -> params
glGetIntegerv(...)
glGetIntegerv(pname) -> params
glGetLightfv(...)
glGetLightfv(light, pname) -> params
glGetLightiv(...)
glGetLightiv(light, pname) -> params
glGetMapdv(...)
glGetMapdv(target, query) -> values
glGetMapfv(...)
glGetMapfv(target, query) -> values
glGetMapiv(...)
glGetMapiv(target, query) -> values
glGetMaterialfv(...)
glGetMaterialfv(face, pname) -> params
glGetMaterialiv(...)
glGetMaterialiv(face, pname) -> params
glGetPixelMapfv(...)
glGetPixelMapfv(map) -> values
glGetPixelMapuiv(...)
glGetPixelMapuiv(map) -> values
glGetPixelMapusv(...)
glGetPixelMapusv(map) -> values
glGetPolygonStipple(...)
glGetPolygonStipple() -> packed stipple
glGetPolygonStippleub(...)
glGetPolygonStippleub() -> stipple[][]
glGetString(...)
glGetString(name) -> string
glGetTexEnvfv(...)
glGetTexEnvfv(target, pname) -> params
glGetTexEnviv(...)
glGetTexEnviv(target, pname) -> params
glGetTexGendv(...)
glGetTexGendv(coord, pname) -> params
glGetTexGenfv(...)
glGetTexGenfv(coord, pname) -> params
glGetTexGeniv(...)
glGetTexGeniv(coord, pname) -> params
glGetTexImage(...)
glGetTexImage(target, level, format, type) -> pixels
glGetTexImageb(...)
glGetTexImageb(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImaged(...)
glGetTexImagef(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImagef(...)
glGetTexImagef(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImagei(...)
glGetTexImagei(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImages(...)
glGetTexImages(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImageub(...)
glGetTexImageub(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImageui(...)
glGetTexImageui(target, level, format) -> pixels[][] | pixels[][][]
glGetTexImageus(...)
glGetTexImageus(target, level, format) -> pixels[][] | pixels[][][]
glGetTexLevelParameterfv(...)
glGetTexLevelParameterfv(target, level, pname) -> params
glGetTexLevelParameteriv(...)
glGetTexLevelParameteriv(target, level, pname) -> params
glGetTexParameterfv(...)
glGetTexParameterfv(target, pname) -> params
glGetTexParameteriv(...)
glGetTexParameteriv(target, pname) -> params
glHint(...)
glHint(target, mode) -> None
glIndex = glIndexd(...)
glIndexd(c) -> None
glIndexMask(...)
glIndexMask(mask) -> None
glIndexPointer(...)
glIndexPointer(type, stride, pointer) -> None
glIndexPointerb(...)
glIndexPointerub(pointer[]) -> None
glIndexPointerd(...)
glIndexPointerd(pointer[]) -> None
glIndexPointerf(...)
glIndexPointerf(pointer[]) -> None
glIndexPointeri(...)
glIndexPointeri(pointer[]) -> None
glIndexPointers(...)
glIndexPointers(pointer[]) -> None
glIndexPointerub(...)
glIndexPointerub(pointer[]) -> None
glIndexd(...)
glIndexd(c) -> None
glIndexdv(...)
glIndexdv(c) -> None
glIndexf(...)
glIndexf(d) -> None
glIndexfv(...)
glIndexfv(c) -> None
glIndexi(...)
glIndexi(c) -> None
glIndexiv(...)
glIndexiv(c) -> None
glIndexs(...)
glIndexs(c) -> None
glIndexsv(...)
glIndexsv(c) -> None
glIndexub(...)
glIndexub(c) -> None
glIndexubv(...)
glIndexubv(c) -> None
glInitNames(...)
glInitNames() -> None
glInterleavedArrays(...)
glInterleavedArrays(format, stride, pointer) -> None
glIsEnabled(...)
glIsEnabled(cap) -> None
glIsList(...)
glIsList(list) -> boolean
glIsTexture(...)
glIsTexture(texture) -> boolean
glLight = glLightfv(...)
glLightfv(light, pname, params) -> None
glLightModel = glLightModelfv(...)
glLightModelfv(pname, params) -> None
glLightModelf(...)
glLightModelf(pname, param) -> None
glLightModelfv(...)
glLightModelfv(pname, params) -> None
glLightModeli(...)
glLightModeli(pname, param) -> None
glLightModeliv(...)
glLightModeliv(pname, params) -> None
glLightf(...)
glLightf(light, pname, param) -> None
glLightfv(...)
glLightfv(light, pname, params) -> None
glLighti(...)
glLighti(light, pname, param) -> None
glLightiv(...)
glLightiv(light, pname, params) -> None
glLineStipple(...)
glLineStipple(factor, pattern) -> None
glLineWidth(...)
glLineWidth(width) -> None
glListBase(...)
glListBase(base) -> None
glLoadIdentity(...)
glLoadIdentity() -> None
glLoadMatrixd(...)
glLoadMatrixd(matrix) -> None
glLoadMatrixf(...)
glLoadMatrixf(matrix) -> None
glLoadName(...)
glLoadName(name) -> None
glLogicOp(...)
glLogicOp(opcode) -> None
glMap1d(...)
glMap1d(target, u1, u2, points[][]) -> None
glMap1f(...)
glMap1f(target, u1, u2, points[][]) -> None
glMap2d(...)
glMap2d(target, u1, u2, v1, v2, points[][][]) -> None
glMap2f(...)
glMap2f(target, u1, u2, v1, v2, points[][][]) -> None
glMapGrid1d(...)
glMapGrid1d(un, u1, u2) -> None
glMapGrid1f(...)
glMapGrid1f(un, u1, u2) -> None
glMapGrid2d(...)
glMapGrid2d(un, u1, u2, vn, v1, v2) -> None
glMapGrid2f(...)
glMapGrid2f(un, u1, u2, vn, v1, v2) -> None
glMaterial = glMaterialfv(...)
glMaterialfv(face, pname, params[]) -> None
glMaterialf(...)
glMaterialf(face, pname, param) -> None
glMaterialfv(...)
glMaterialfv(face, pname, params[]) -> None
glMateriali(...)
glMateriali(face, pname, param) -> None
glMaterialiv(...)
glMaterialiv(face, pname, params[]) -> None
glMatrixMode(...)
glMatrixMode(mode) -> None
glMultMatrixd(...)
glMultMatrixd(v) -> None
glMultMatrixf(...)
glMultMatrixf(v) -> None
glNewList(...)
glNewList(list, mode) -> None
glNormal3b(...)
glNormal3b(nx, ny, nz) -> None
glNormal3bv(...)
glNormal3bv(v) -> None
glNormal3d(...)
glNormal3d(nx, ny, nz) -> None
glNormal3dv(...)
glNormal3dv(v) -> None
glNormal3f(...)
glNormal3f(nx, ny, nz) -> None
glNormal3fv(...)
glNormal3fv(v) -> None
glNormal3i(...)
glNormal3i(nx, ny, nz) -> None
glNormal3iv(...)
glNormal3iv(v) -> None
glNormal3s(...)
glNormal3s(nx, ny, nz) -> None
glNormal3sv(...)
glNormal3sv(v) -> None
glNormalPointer(...)
glNormalPointer(size, type, stride, pointer) -> None
glNormalPointerb(...)
glNormalPointerub(pointer[][3]) -> None
glNormalPointerd(...)
glNormalPointerd(pointer[][3]) -> None
glNormalPointerf(...)
glNormalPointerf(pointer[][3]) -> None
glNormalPointeri(...)
glNormalPointeri(pointer[][3]) -> None
glNormalPointers(...)
glNormalPointers(pointer[][3]) -> None
glOrtho(...)
glOrtho(left, right, bottom, top, zNear, zFar) -> None
glPassThrough(...)
glPassThrough(token) -> None
glPixelMapfv(...)
glPixelMapfv(map, values) -> None
glPixelMapuiv(...)
glPixelMapuiv(map, values) -> None
glPixelMapusv(...)
glPixelMapusv(map, values) -> None
glPixelStoref(...)
glPixelStoref(pname, param) -> None
glPixelStorei(...)
glPixelStorei(pname, param) -> None
glPixelTransferf(...)
glPixelTransferf(name, param) -> None
glPixelTransferi(...)
glPixelTransferi(name, param) -> None
glPixelZoom(...)
glPixelZoom(xfactor, yfactor) -> None
glPointSize(...)
glPointSize(size) -> None
glPolygonMode(...)
glPolygonMode(face, mode) -> None
glPolygonOffset(...)
glPolygonOffset(factor, units) -> None
glPolygonStipple(...)
glPolygonStipple(mask) -> None
glPolygonStippleub(...)
glPolygonStippleub(mask[][]) -> None
glPopAttrib(...)
glPopAttrib() -> None
glPopClientAttrib(...)
glPopClientAttrib() -> None
glPopMatrix(...)
glPopMatrix() -> None
glPopName(...)
glPopName() -> None
glPrioritizeTextures(...)
glPrioritizeTextures(textures[], priorities[]) -> None
glPushAttrib(...)
glPushAttrib(mask) -> None
glPushClientAttrib(...)
glPushClientAttrib(mask) -> None
glPushMatrix(...)
glPushMatrix() -> None
glPushName(...)
glPushName(name) -> None
glRasterPos2d(...)
glRasterPos2d(x, y) -> None
glRasterPos2dv(...)
glRasterPos2dv(v) -> None
glRasterPos2f(...)
glRasterPos2f(x, y) -> None
glRasterPos2fv(...)
glRasterPos2fv(v) -> None
glRasterPos2i(...)
glRasterPos2i(x, y) -> None
glRasterPos2iv(...)
glRasterPos2iv(v) -> None
glRasterPos2s(...)
glRasterPos2s(x, y) -> None
glRasterPos2sv(...)
glRasterPos2sv(v) -> None
glRasterPos3d(...)
glRasterPos3d(x, y, z) -> None
glRasterPos3dv(...)
glRasterPos3dv(v) -> None
glRasterPos3f(...)
glRasterPos3f(x, y, z) -> None
glRasterPos3fv(...)
glRasterPos3fv(v) -> None
glRasterPos3i(...)
glRasterPos3i(x, y, z) -> None
glRasterPos3iv(...)
glRasterPos3iv(v) -> None
glRasterPos3s(...)
glRasterPos3s(x, y, z) -> None
glRasterPos3sv(...)
glRasterPos3sv(v) -> None
glRasterPos4d(...)
glRasterPos4d(x, y, z, w) -> None
glRasterPos4dv(...)
glRasterPos4dv(v) -> None
glRasterPos4f(...)
glRasterPos4f(x, y, z, w) -> None
glRasterPos4fv(...)
glRasterPos4fv(v) -> None
glRasterPos4i(...)
glRasterPos4i(x, y, z, w) -> None
glRasterPos4iv(...)
glRasterPos4iv(v) -> None
glRasterPos4s(...)
glRasterPos4s(x, y, z, w) -> None
glRasterPos4sv(...)
glRasterPos4sv(v) -> None
glReadBuffer(...)
glReadBuffer(mode) -> None
glReadPixels(...)
glReadPixels(x, y, width, height, format, type) -> pixels
glReadPixelsb(...)
glReadPixelsb(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsd(...)
glReadPixelsd(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsf(...)
glReadPixelsf(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsi(...)
glReadPixelsi(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelss(...)
glReadPixelss(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsub(...)
glReadPixelsub(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsui(...)
glReadPixelsui(x, y, width, height, format) -> pixels[][] | pixels[][][]
glReadPixelsus(...)
glReadPixelsus(x, y, width, height, format) -> pixels[][] | pixels[][][]
glRectd(...)
glRectd(x1, y1, x2, y2) -> None
glRectdv(...)
glRectdv(p1, p2) -> None
glRectf(...)
glRectf(x1, y1, x2, y2) -> None
glRectfv(...)
glRectfv(p1, p2) -> None
glRecti(...)
glRecti(x1, y1, x2, y2) -> None
glRectiv(...)
glRectiv(p1, p2) -> None
glRects(...)
glRects(x1, y1, x2, y2) -> None
glRectsv(...)
glRectsv(p1, p2) -> None
glRenderMode(...)
glRenderMode(mode) -> None | FeedbackBuffer | SelectBuffer
glRotate = glRotated(...)
glRotated(angle, x, y, z) -> None
glRotated(...)
glRotated(angle, x, y, z) -> None
glRotatef(...)
glRotatef(angle, x, y, z) -> None
glScale = glScaled(...)
glScaled(x, y, z) -> None
glScaled(...)
glScaled(x, y, z) -> None
glScalef(...)
glScalef(x, y, z) -> None
glScissor(...)
glScissor(x, y, width, height) -> None
glSelectBuffer(...)
glSelectBuffer(size) -> None
glShadeModel(...)
glShadeModel(mode) -> None
glStencilFunc(...)
glStencilFunc(func, ref, mask) -> None
glStencilMask(...)
glStencilMask(mask) -> None
glStencilOp(...)
glStencilOp(fail, zfail, zpass) -> None
glTexCoord1d(...)
glTexCoord1d(s) -> None
glTexCoord1dv(...)
glTexCoord1dv(v) -> None
glTexCoord1f(...)
glTexCoord1f(s) -> None
glTexCoord1fv(...)
glTexCoord1fv(v) -> None
glTexCoord1i(...)
glTexCoord1i(s) -> None
glTexCoord1iv(...)
glTexCoord1iv(v) -> None
glTexCoord1s(...)
glTexCoord1s(s) -> None
glTexCoord1sv(...)
glTexCoord1sv(v) -> None
glTexCoord2d(...)
glTexCoord2d(s, t) -> None
glTexCoord2dv(...)
glTexCoord2dv(v) -> None
glTexCoord2f(...)
glTexCoord2f(s, t) -> None
glTexCoord2fv(...)
glTexCoord2fv(v) -> None
glTexCoord2i(...)
glTexCoord2i(s, t) -> None
glTexCoord2iv(...)
glTexCoord2iv(v) -> None
glTexCoord2s(...)
glTexCoord2s(s, t) -> None
glTexCoord2sv(...)
glTexCoord2sv(v) -> None
glTexCoord3d(...)
glTexCoord3d(s, t, r) -> None
glTexCoord3dv(...)
glTexCoord3dv(v) -> None
glTexCoord3f(...)
glTexCoord3f(s, t, r) -> None
glTexCoord3fv(...)
glTexCoord3fv(v) -> None
glTexCoord3i(...)
glTexCoord3i(s, t, r) -> None
glTexCoord3iv(...)
glTexCoord3iv(v) -> None
glTexCoord3s(...)
glTexCoord3s(s, t, r) -> None
glTexCoord3sv(...)
glTexCoord3sv(v) -> None
glTexCoord4d(...)
glTexCoord4d(s, t, r, q) -> None
glTexCoord4dv(...)
glTexCoord4dv(v) -> None
glTexCoord4f(...)
glTexCoord4f(s, t, r, q) -> None
glTexCoord4fv(...)
glTexCoord4fv(v) -> None
glTexCoord4i(...)
glTexCoord4i(s, t, r, q) -> None
glTexCoord4iv(...)
glTexCoord4iv(v) -> None
glTexCoord4s(...)
glTexCoord4s(s, t, r, q) -> None
glTexCoord4sv(...)
glTexCoord4sv(v) -> None
glTexCoordPointer(...)
glTexCoordPointer(size, type, stride, pointer) -> None
glTexCoordPointerb(...)
glTexCoordPointerub(pointer[][]) -> None
glTexCoordPointerd(...)
glTexCoordPointerd(pointer[][]) -> None
glTexCoordPointerf(...)
glTexCoordPointerf(pointer[][]) -> None
glTexCoordPointeri(...)
glTexCoordPointeri(pointer[][]) -> None
glTexCoordPointers(...)
glTexCoordPointers(pointer[][]) -> None
glTexEnvf(...)
glTexEnvf(target, pname, param) -> None
glTexEnvfv(...)
glTexEnvfv(target, pname, v) -> None
glTexEnvi(...)
glTexEnvi(target, pname, param) -> None
glTexEnviv(...)
glTexEnviv(target, pname, v) -> None
glTexGen = glTexGendv(...)
glTexGendv(coord, pname, v) -> None
glTexGend(...)
glTexGend(coord, pname, param) -> None
glTexGendv(...)
glTexGendv(coord, pname, v) -> None
glTexGenf(...)
glTexGenf(coord, pname, param) -> None
glTexGenfv(...)
glTexGenfv(coord, pname, v) -> None
glTexGeni(...)
glTexGeni(coord, pname, param) -> None
glTexGeniv(...)
glTexGeniv(coord, pname, v) -> None
glTexImage1D(...)
glTexImage1D(target, level, internalFormat, width, border, format, type, pixels) -> None
glTexImage1Db(...)
glTexImage1Db(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Df(...)
glTexImage1Df(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Di(...)
glTexImage1Di(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Ds(...)
glTexImage1Ds(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dub(...)
glTexImage1Dub(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dui(...)
glTexImage1Dui(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dus(...)
glTexImage1Dus(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage2D(...)
glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels) -> None
glTexImage2Db(...)
glTexImage2Db(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Df(...)
glTexImage2Df(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Di(...)
glTexImage2Di(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Ds(...)
glTexImage2Ds(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Dub(...)
glTexImage2Dub(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Dui(...)
glTexImage2Dui(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexImage2Dus(...)
glTexImage2Dus(target, level, internalFormat, border, format, pixels[][] | pixels[][][]) -> None
glTexParameter = glTexParameterfv(...)
glTexParameterfv(target, pname, v) -> None
glTexParameterf(...)
glTexParameterf(target, pname, param) -> None
glTexParameterfv(...)
glTexParameterfv(target, pname, v) -> None
glTexParameteri(...)
glTexParameteri(target, pname, param) -> None
glTexParameteriv(...)
glTexParameteriv(target, pname, v) -> None
glTexSubImage1D(...)
glTexSubImage1D(target, level, xoffset, width, format, type, pixels) -> None
glTexSubImage1Db(...)
glTexSubImage1Db(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Df(...)
glTexSubImage1Df(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Di(...)
glTexSubImage1Di(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Ds(...)
glTexSubImage1Ds(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Dub(...)
glTexSubImage1Dub(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Dui(...)
glTexSubImage1Dui(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage1Dus(...)
glTexSubImage1Dus(target, level, xoffset, format, type, pixels[] | pixels[][]) -> None
glTexSubImage2D(...)
glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels) -> None
glTexSubImage2Db(...)
glTexSubImage2Db(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Df(...)
glTexSubImage2Df(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Di(...)
glTexSubImage2Di(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Ds(...)
glTexSubImage2Ds(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Dub(...)
glTexSubImage2Dub(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Dui(...)
glTexSubImage2Dui(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTexSubImage2Dus(...)
glTexSubImage2Dus(target, level, xoffset, yoffset, format, type, pixels[][] | pixels[][][]) -> None
glTranslate = glTranslated(...)
glTranslated(x, y, z) -> None
glTranslated(...)
glTranslated(x, y, z) -> None
glTranslatef(...)
glTranslatef(x, y, z) -> None
glVertex2d(...)
glVertex2d(x, y) -> None
glVertex2dv(...)
glVertex2dv(v) -> None
glVertex2f(...)
glVertex2f(x, y) -> None
glVertex2fv(...)
glVertex2fv(v) -> None
glVertex2i(...)
glVertex2i(x, y) -> None
glVertex2iv(...)
glVertex2iv(v) -> None
glVertex2s(...)
glVertex2s(x, y) -> None
glVertex2sv(...)
glVertex2sv(v) -> None
glVertex3d(...)
glVertex3d(x, y, z) -> None
glVertex3dv(...)
glVertex3dv(v) -> None
glVertex3f(...)
glVertex3f(x, y, z) -> None
glVertex3fv(...)
glVertex3fv(v) -> None
glVertex3i(...)
glVertex3i(x, y, z) -> None
glVertex3iv(...)
glVertex3iv(v) -> None
glVertex3s(...)
glVertex3s(x, y, z) -> None
glVertex3sv(...)
glVertex3sv(v) -> None
glVertex4d(...)
glVertex4d(x, y, z, w) -> None
glVertex4dv(...)
glVertex4dv(v) -> None
glVertex4f(...)
glVertex4f(x, y, z, w) -> None
glVertex4fv(...)
glVertex4fv(v) -> None
glVertex4i(...)
glVertex4i(x, y, z, w) -> None
glVertex4iv(...)
glVertex4iv(v) -> None
glVertex4s(...)
glVertex4s(x, y, z, w) -> None
glVertex4sv(...)
glVertex4sv(v) -> None
glVertexPointer(...)
glVertexPointer(size, type, stride, pointer) -> None
glVertexPointerb(...)
glVertexPointerub(pointer[][]) -> None
glVertexPointerd(...)
glVertexPointerd(pointer[][]) -> None
glVertexPointerf(...)
glVertexPointerf(pointer[][]) -> None
glVertexPointeri(...)
glVertexPointeri(pointer[][]) -> None
glVertexPointers(...)
glVertexPointers(pointer[][]) -> None
glViewport(...)
glViewport(x, y, width, height) -> None
isSequenceType(...)
isSequenceType(a) -- Return 1 if a has a sequence type, and zero otherwise.
 
Data
             GL_2D = 1536
GL_2_BYTES = 5127
GL_3D = 1537
GL_3D_COLOR = 1538
GL_3D_COLOR_TEXTURE = 1539
GL_3_BYTES = 5128
GL_4D_COLOR_TEXTURE = 1540
GL_4_BYTES = 5129
GL_ACCUM = 256
GL_ACCUM_ALPHA_BITS = 3419
GL_ACCUM_BLUE_BITS = 3418
GL_ACCUM_BUFFER_BIT = 512
GL_ACCUM_CLEAR_VALUE = 2944
GL_ACCUM_GREEN_BITS = 3417
GL_ACCUM_RED_BITS = 3416
GL_ADD = 260
GL_ALL_ATTRIB_BITS = 1048575
GL_ALPHA = 6406
GL_ALPHA12 = 32829
GL_ALPHA16 = 32830
GL_ALPHA4 = 32827
GL_ALPHA8 = 32828
GL_ALPHA_BIAS = 3357
GL_ALPHA_BITS = 3413
GL_ALPHA_SCALE = 3356
GL_ALPHA_TEST = 3008
GL_ALPHA_TEST_FUNC = 3009
GL_ALPHA_TEST_REF = 3010
GL_ALWAYS = 519
GL_AMBIENT = 4608
GL_AMBIENT_AND_DIFFUSE = 5634
GL_AND = 5377
GL_AND_INVERTED = 5380
GL_AND_REVERSE = 5378
GL_ATTRIB_STACK_DEPTH = 2992
GL_AUTO_NORMAL = 3456
GL_AUX0 = 1033
GL_AUX1 = 1034
GL_AUX2 = 1035
GL_AUX3 = 1036
GL_AUX_BUFFERS = 3072
GL_BACK = 1029
GL_BACK_LEFT = 1026
GL_BACK_RIGHT = 1027
GL_BITMAP = 6656
GL_BITMAP_TOKEN = 1796
GL_BLEND = 3042
GL_BLEND_DST = 3040
GL_BLEND_SRC = 3041
GL_BLUE = 6405
GL_BLUE_BIAS = 3355
GL_BLUE_BITS = 3412
GL_BLUE_SCALE = 3354
GL_BYTE = 5120
GL_C3F_V3F = 10788
GL_C4F_N3F_V3F = 10790
GL_C4UB_V2F = 10786
GL_C4UB_V3F = 10787
GL_CCW = 2305
GL_CLAMP = 10496
GL_CLEAR = 5376
GL_CLIENT_ALL_ATTRIB_BITS = -1
GL_CLIENT_ATTRIB_STACK_DEPTH = 2993
GL_CLIENT_PIXEL_STORE_BIT = 1
GL_CLIENT_VERTEX_ARRAY_BIT = 2
GL_CLIP_PLANE0 = 12288
GL_CLIP_PLANE1 = 12289
GL_CLIP_PLANE2 = 12290
GL_CLIP_PLANE3 = 12291
GL_CLIP_PLANE4 = 12292
GL_CLIP_PLANE5 = 12293
GL_COEFF = 2560
GL_COLOR = 6144
GL_COLOR_ARRAY = 32886
GL_COLOR_ARRAY_POINTER = 32912
GL_COLOR_ARRAY_SIZE = 32897
GL_COLOR_ARRAY_STRIDE = 32899
GL_COLOR_ARRAY_TYPE = 32898
GL_COLOR_BUFFER_BIT = 16384
GL_COLOR_CLEAR_VALUE = 3106
GL_COLOR_INDEX = 6400
GL_COLOR_INDEXES = 5635
GL_COLOR_LOGIC_OP = 3058
GL_COLOR_MATERIAL = 2903
GL_COLOR_MATERIAL_FACE = 2901
GL_COLOR_MATERIAL_PARAMETER = 2902
GL_COLOR_WRITEMASK = 3107
GL_COMPILE = 4864
GL_COMPILE_AND_EXECUTE = 4865
GL_CONSTANT_ATTENUATION = 4615
GL_COPY = 5379
GL_COPY_INVERTED = 5388
GL_COPY_PIXEL_TOKEN = 1798
GL_CULL_FACE = 2884
GL_CULL_FACE_MODE = 2885
GL_CURRENT_BIT = 1
GL_CURRENT_COLOR = 2816
GL_CURRENT_INDEX = 2817
GL_CURRENT_NORMAL = 2818
GL_CURRENT_RASTER_COLOR = 2820
GL_CURRENT_RASTER_DISTANCE = 2825
GL_CURRENT_RASTER_INDEX = 2821
GL_CURRENT_RASTER_POSITION = 2823
GL_CURRENT_RASTER_POSITION_VALID = 2824
GL_CURRENT_RASTER_TEXTURE_COORDS = 2822
GL_CURRENT_TEXTURE_COORDS = 2819
GL_CW = 2304
GL_DECAL = 8449
GL_DECR = 7683
GL_DEPTH = 6145
GL_DEPTH_BIAS = 3359
GL_DEPTH_BITS = 3414
GL_DEPTH_BUFFER_BIT = 256
GL_DEPTH_CLEAR_VALUE = 2931
GL_DEPTH_COMPONENT = 6402
GL_DEPTH_FUNC = 2932
GL_DEPTH_RANGE = 2928
GL_DEPTH_SCALE = 3358
GL_DEPTH_TEST = 2929
GL_DEPTH_WRITEMASK = 2930
GL_DIFFUSE = 4609
GL_DITHER = 3024
GL_DOMAIN = 2562
GL_DONT_CARE = 4352
GL_DOUBLE = 5130
GL_DOUBLEBUFFER = 3122
GL_DRAW_BUFFER = 3073
GL_DRAW_PIXEL_TOKEN = 1797
GL_DST_ALPHA = 772
GL_DST_COLOR = 774
GL_EDGE_FLAG = 2883
GL_EDGE_FLAG_ARRAY = 32889
GL_EDGE_FLAG_ARRAY_POINTER = 32915
GL_EDGE_FLAG_ARRAY_STRIDE = 32908
GL_EMISSION = 5632
GL_ENABLE_BIT = 8192
GL_EQUAL = 514
GL_EQUIV = 5385
GL_EVAL_BIT = 65536
GL_EXP = 2048
GL_EXP2 = 2049
GL_EXTENSIONS = 7939
GL_EYE_LINEAR = 9216
GL_EYE_PLANE = 9474
GL_FALSE = 0
GL_FASTEST = 4353
GL_FEEDBACK = 7169
GL_FEEDBACK_BUFFER_POINTER = 3568
GL_FEEDBACK_BUFFER_SIZE = 3569
GL_FEEDBACK_BUFFER_TYPE = 3570
GL_FILL = 6914
GL_FLAT = 7424
GL_FLOAT = 5126
GL_FOG = 2912
GL_FOG_BIT = 128
GL_FOG_COLOR = 2918
GL_FOG_DENSITY = 2914
GL_FOG_END = 2916
GL_FOG_HINT = 3156
GL_FOG_INDEX = 2913
GL_FOG_MODE = 2917
GL_FOG_START = 2915
GL_FRONT = 1028
GL_FRONT_AND_BACK = 1032
GL_FRONT_FACE = 2886
GL_FRONT_LEFT = 1024
GL_FRONT_RIGHT = 1025
GL_GEQUAL = 518
GL_GREATER = 516
GL_GREEN = 6404
GL_GREEN_BIAS = 3353
GL_GREEN_BITS = 3411
GL_GREEN_SCALE = 3352
GL_HINT_BIT = 32768
GL_INCR = 7682
GL_INDEX_ARRAY = 32887
GL_INDEX_ARRAY_POINTER = 32913
GL_INDEX_ARRAY_STRIDE = 32902
GL_INDEX_ARRAY_TYPE = 32901
GL_INDEX_BITS = 3409
GL_INDEX_CLEAR_VALUE = 3104
GL_INDEX_LOGIC_OP = 3057
GL_INDEX_MODE = 3120
GL_INDEX_OFFSET = 3347
GL_INDEX_SHIFT = 3346
GL_INDEX_WRITEMASK = 3105
GL_INT = 5124
GL_INTENSITY = 32841
GL_INTENSITY12 = 32844
GL_INTENSITY16 = 32845
GL_INTENSITY4 = 32842
GL_INTENSITY8 = 32843
GL_INVALID_ENUM = 1280
GL_INVALID_OPERATION = 1282
GL_INVALID_VALUE = 1281
GL_INVERT = 5386
GL_KEEP = 7680
GL_LEFT = 1030
GL_LEQUAL = 515
GL_LESS = 513
GL_LIGHT0 = 16384
GL_LIGHT1 = 16385
GL_LIGHT2 = 16386
GL_LIGHT3 = 16387
GL_LIGHT4 = 16388
GL_LIGHT5 = 16389
GL_LIGHT6 = 16390
GL_LIGHT7 = 16391
GL_LIGHTING = 2896
GL_LIGHTING_BIT = 64
GL_LIGHT_MODEL_AMBIENT = 2899
GL_LIGHT_MODEL_LOCAL_VIEWER = 2897
GL_LIGHT_MODEL_TWO_SIDE = 2898
GL_LINE = 6913
GL_LINEAR = 9729
GL_LINEAR_ATTENUATION = 4616
GL_LINEAR_MIPMAP_LINEAR = 9987
GL_LINEAR_MIPMAP_NEAREST = 9985
GL_LINES = 1
GL_LINE_BIT = 4
GL_LINE_LOOP = 2
GL_LINE_RESET_TOKEN = 1799
GL_LINE_SMOOTH = 2848
GL_LINE_SMOOTH_HINT = 3154
GL_LINE_STIPPLE = 2852
GL_LINE_STIPPLE_PATTERN = 2853
GL_LINE_STIPPLE_REPEAT = 2854
GL_LINE_STRIP = 3
GL_LINE_TOKEN = 1794
GL_LINE_WIDTH = 2849
GL_LINE_WIDTH_GRANULARITY = 2851
GL_LINE_WIDTH_RANGE = 2850
GL_LIST_BASE = 2866
GL_LIST_BIT = 131072
GL_LIST_INDEX = 2867
GL_LIST_MODE = 2864
GL_LOAD = 257
GL_LOGIC_OP = 3057
GL_LOGIC_OP_MODE = 3056
GL_LUMINANCE = 6409
GL_LUMINANCE12 = 32833
GL_LUMINANCE12_ALPHA12 = 32839
GL_LUMINANCE12_ALPHA4 = 32838
GL_LUMINANCE16 = 32834
GL_LUMINANCE16_ALPHA16 = 32840
GL_LUMINANCE4 = 32831
GL_LUMINANCE4_ALPHA4 = 32835
GL_LUMINANCE6_ALPHA2 = 32836
GL_LUMINANCE8 = 32832
GL_LUMINANCE8_ALPHA8 = 32837
GL_LUMINANCE_ALPHA = 6410
GL_MAP1_COLOR_4 = 3472
GL_MAP1_GRID_DOMAIN = 3536
GL_MAP1_GRID_SEGMENTS = 3537
GL_MAP1_INDEX = 3473
GL_MAP1_NORMAL = 3474
GL_MAP1_TEXTURE_COORD_1 = 3475
GL_MAP1_TEXTURE_COORD_2 = 3476
GL_MAP1_TEXTURE_COORD_3 = 3477
GL_MAP1_TEXTURE_COORD_4 = 3478
GL_MAP1_VERTEX_3 = 3479
GL_MAP1_VERTEX_4 = 3480
GL_MAP2_COLOR_4 = 3504
GL_MAP2_GRID_DOMAIN = 3538
GL_MAP2_GRID_SEGMENTS = 3539
GL_MAP2_INDEX = 3505
GL_MAP2_NORMAL = 3506
GL_MAP2_TEXTURE_COORD_1 = 3507
GL_MAP2_TEXTURE_COORD_2 = 3508
GL_MAP2_TEXTURE_COORD_3 = 3509
GL_MAP2_TEXTURE_COORD_4 = 3510
GL_MAP2_VERTEX_3 = 3511
GL_MAP2_VERTEX_4 = 3512
GL_MAP_COLOR = 3344
GL_MAP_STENCIL = 3345
GL_MATRIX_MODE = 2976
GL_MAX_ATTRIB_STACK_DEPTH = 3381
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 3387
GL_MAX_CLIP_PLANES = 3378
GL_MAX_EVAL_ORDER = 3376
GL_MAX_LIGHTS = 3377
GL_MAX_LIST_NESTING = 2865
GL_MAX_MODELVIEW_STACK_DEPTH = 3382
GL_MAX_NAME_STACK_DEPTH = 3383
GL_MAX_PIXEL_MAP_TABLE = 3380
GL_MAX_PROJECTION_STACK_DEPTH = 3384
GL_MAX_TEXTURE_SIZE = 3379
GL_MAX_TEXTURE_STACK_DEPTH = 3385
GL_MAX_VIEWPORT_DIMS = 3386
GL_MODELVIEW = 5888
GL_MODELVIEW_MATRIX = 2982
GL_MODELVIEW_STACK_DEPTH = 2979
GL_MODULATE = 8448
GL_MULT = 259
GL_N3F_V3F = 10789
GL_NAME_STACK_DEPTH = 3440
GL_NAND = 5390
GL_NEAREST = 9728
GL_NEAREST_MIPMAP_LINEAR = 9986
GL_NEAREST_MIPMAP_NEAREST = 9984
GL_NEVER = 512
GL_NICEST = 4354
GL_NONE = 0
GL_NOOP = 5381
GL_NOR = 5384
GL_NORMALIZE = 2977
GL_NORMAL_ARRAY = 32885
GL_NORMAL_ARRAY_POINTER = 32911
GL_NORMAL_ARRAY_STRIDE = 32895
GL_NORMAL_ARRAY_TYPE = 32894
GL_NOTEQUAL = 517
GL_NO_ERROR = 0
GL_OBJECT_LINEAR = 9217
GL_OBJECT_PLANE = 9473
GL_ONE = 1
GL_ONE_MINUS_DST_ALPHA = 773
GL_ONE_MINUS_DST_COLOR = 775
GL_ONE_MINUS_SRC_ALPHA = 771
GL_ONE_MINUS_SRC_COLOR = 769
GL_OR = 5383
GL_ORDER = 2561
GL_OR_INVERTED = 5389
GL_OR_REVERSE = 5387
GL_OUT_OF_MEMORY = 1285
GL_PACK_ALIGNMENT = 3333
GL_PACK_LSB_FIRST = 3329
GL_PACK_ROW_LENGTH = 3330
GL_PACK_SKIP_PIXELS = 3332
GL_PACK_SKIP_ROWS = 3331
GL_PACK_SWAP_BYTES = 3328
GL_PASS_THROUGH_TOKEN = 1792
GL_PERSPECTIVE_CORRECTION_HINT = 3152
GL_PIXEL_MAP_A_TO_A = 3193
GL_PIXEL_MAP_A_TO_A_SIZE = 3257
GL_PIXEL_MAP_B_TO_B = 3192
GL_PIXEL_MAP_B_TO_B_SIZE = 3256
GL_PIXEL_MAP_G_TO_G = 3191
GL_PIXEL_MAP_G_TO_G_SIZE = 3255
GL_PIXEL_MAP_I_TO_A = 3189
GL_PIXEL_MAP_I_TO_A_SIZE = 3253
GL_PIXEL_MAP_I_TO_B = 3188
GL_PIXEL_MAP_I_TO_B_SIZE = 3252
GL_PIXEL_MAP_I_TO_G = 3187
GL_PIXEL_MAP_I_TO_G_SIZE = 3251
GL_PIXEL_MAP_I_TO_I = 3184
GL_PIXEL_MAP_I_TO_I_SIZE = 3248
GL_PIXEL_MAP_I_TO_R = 3186
GL_PIXEL_MAP_I_TO_R_SIZE = 3250
GL_PIXEL_MAP_R_TO_R = 3190
GL_PIXEL_MAP_R_TO_R_SIZE = 3254
GL_PIXEL_MAP_S_TO_S = 3185
GL_PIXEL_MAP_S_TO_S_SIZE = 3249
GL_PIXEL_MODE_BIT = 32
GL_POINT = 6912
GL_POINTS = 0
GL_POINT_BIT = 2
GL_POINT_SIZE = 2833
GL_POINT_SIZE_GRANULARITY = 2835
GL_POINT_SIZE_RANGE = 2834
GL_POINT_SMOOTH = 2832
GL_POINT_SMOOTH_HINT = 3153
GL_POINT_TOKEN = 1793
GL_POLYGON = 9
GL_POLYGON_BIT = 8
GL_POLYGON_MODE = 2880
GL_POLYGON_OFFSET_FACTOR = 32824
GL_POLYGON_OFFSET_FILL = 32823
GL_POLYGON_OFFSET_LINE = 10754
GL_POLYGON_OFFSET_POINT = 10753
GL_POLYGON_OFFSET_UNITS = 10752
GL_POLYGON_SMOOTH = 2881
GL_POLYGON_SMOOTH_HINT = 3155
GL_POLYGON_STIPPLE = 2882
GL_POLYGON_STIPPLE_BIT = 16
GL_POLYGON_TOKEN = 1795
GL_POSITION = 4611
GL_PROJECTION = 5889
GL_PROJECTION_MATRIX = 2983
GL_PROJECTION_STACK_DEPTH = 2980
GL_PROXY_TEXTURE_1D = 32867
GL_PROXY_TEXTURE_2D = 32868
GL_Q = 8195
GL_QUADRATIC_ATTENUATION = 4617
GL_QUADS = 7
GL_QUAD_STRIP = 8
GL_R = 8194
GL_R3_G3_B2 = 10768
GL_READ_BUFFER = 3074
GL_RED = 6403
GL_RED_BIAS = 3349
GL_RED_BITS = 3410
GL_RED_SCALE = 3348
GL_RENDER = 7168
GL_RENDERER = 7937
GL_RENDER_MODE = 3136
GL_REPEAT = 10497
GL_REPLACE = 7681
GL_RETURN = 258
GL_RGB = 6407
GL_RGB10 = 32850
GL_RGB10_A2 = 32857
GL_RGB12 = 32851
GL_RGB16 = 32852
GL_RGB4 = 32847
GL_RGB5 = 32848
GL_RGB5_A1 = 32855
GL_RGB8 = 32849
GL_RGBA = 6408
GL_RGBA12 = 32858
GL_RGBA16 = 32859
GL_RGBA2 = 32853
GL_RGBA4 = 32854
GL_RGBA8 = 32856
GL_RGBA_MODE = 3121
GL_RIGHT = 1031
GL_S = 8192
GL_SCISSOR_BIT = 524288
GL_SCISSOR_BOX = 3088
GL_SCISSOR_TEST = 3089
GL_SELECT = 7170
GL_SELECTION_BUFFER_POINTER = 3571
GL_SELECTION_BUFFER_SIZE = 3572
GL_SET = 5391
GL_SHADE_MODEL = 2900
GL_SHININESS = 5633
GL_SHORT = 5122
GL_SMOOTH = 7425
GL_SPECULAR = 4610
GL_SPHERE_MAP = 9218
GL_SPOT_CUTOFF = 4614
GL_SPOT_DIRECTION = 4612
GL_SPOT_EXPONENT = 4613
GL_SRC_ALPHA = 770
GL_SRC_ALPHA_SATURATE = 776
GL_SRC_COLOR = 768
GL_STACK_OVERFLOW = 1283
GL_STACK_UNDERFLOW = 1284
GL_STENCIL = 6146
GL_STENCIL_BITS = 3415
GL_STENCIL_BUFFER_BIT = 1024
GL_STENCIL_CLEAR_VALUE = 2961
GL_STENCIL_FAIL = 2964
GL_STENCIL_FUNC = 2962
GL_STENCIL_INDEX = 6401
GL_STENCIL_PASS_DEPTH_FAIL = 2965
GL_STENCIL_PASS_DEPTH_PASS = 2966
GL_STENCIL_REF = 2967
GL_STENCIL_TEST = 2960
GL_STENCIL_VALUE_MASK = 2963
GL_STENCIL_WRITEMASK = 2968
GL_STEREO = 3123
GL_SUBPIXEL_BITS = 3408
GL_T = 8193
GL_T2F_C3F_V3F = 10794
GL_T2F_C4F_N3F_V3F = 10796
GL_T2F_C4UB_V3F = 10793
GL_T2F_N3F_V3F = 10795
GL_T2F_V3F = 10791
GL_T4F_C4F_N3F_V4F = 10797
GL_T4F_V4F = 10792
GL_TEXTURE = 5890
GL_TEXTURE_1D = 3552
GL_TEXTURE_2D = 3553
GL_TEXTURE_ALPHA_SIZE = 32863
GL_TEXTURE_BINDING_1D = 32872
GL_TEXTURE_BINDING_2D = 32873
GL_TEXTURE_BIT = 262144
GL_TEXTURE_BLUE_SIZE = 32862
GL_TEXTURE_BORDER = 4101
GL_TEXTURE_BORDER_COLOR = 4100
GL_TEXTURE_COMPONENTS = 4099
GL_TEXTURE_COORD_ARRAY = 32888
GL_TEXTURE_COORD_ARRAY_POINTER = 32914
GL_TEXTURE_COORD_ARRAY_SIZE = 32904
GL_TEXTURE_COORD_ARRAY_STRIDE = 32906
GL_TEXTURE_COORD_ARRAY_TYPE = 32905
GL_TEXTURE_ENV = 8960
GL_TEXTURE_ENV_COLOR = 8705
GL_TEXTURE_ENV_MODE = 8704
GL_TEXTURE_GEN_MODE = 9472
GL_TEXTURE_GEN_Q = 3171
GL_TEXTURE_GEN_R = 3170
GL_TEXTURE_GEN_S = 3168
GL_TEXTURE_GEN_T = 3169
GL_TEXTURE_GREEN_SIZE = 32861
GL_TEXTURE_HEIGHT = 4097
GL_TEXTURE_INTENSITY_SIZE = 32865
GL_TEXTURE_INTERNAL_FORMAT = 4099
GL_TEXTURE_LUMINANCE_SIZE = 32864
GL_TEXTURE_MAG_FILTER = 10240
GL_TEXTURE_MATRIX = 2984
GL_TEXTURE_MIN_FILTER = 10241
GL_TEXTURE_PRIORITY = 32870
GL_TEXTURE_RED_SIZE = 32860
GL_TEXTURE_RESIDENT = 32871
GL_TEXTURE_STACK_DEPTH = 2981
GL_TEXTURE_WIDTH = 4096
GL_TEXTURE_WRAP_S = 10242
GL_TEXTURE_WRAP_T = 10243
GL_TRANSFORM_BIT = 4096
GL_TRIANGLES = 4
GL_TRIANGLE_FAN = 6
GL_TRIANGLE_STRIP = 5
GL_TRUE = 1
GL_UNPACK_ALIGNMENT = 3317
GL_UNPACK_LSB_FIRST = 3313
GL_UNPACK_ROW_LENGTH = 3314
GL_UNPACK_SKIP_PIXELS = 3316
GL_UNPACK_SKIP_ROWS = 3315
GL_UNPACK_SWAP_BYTES = 3312
GL_UNSIGNED_BYTE = 5121
GL_UNSIGNED_INT = 5125
GL_UNSIGNED_SHORT = 5123
GL_V2F = 10784
GL_V3F = 10785
GL_VENDOR = 7936
GL_VERSION = 7938
GL_VERSION_1_1 = 1
GL_VERTEX_ARRAY = 32884
GL_VERTEX_ARRAY_POINTER = 32910
GL_VERTEX_ARRAY_SIZE = 32890
GL_VERTEX_ARRAY_STRIDE = 32892
GL_VERTEX_ARRAY_TYPE = 32891
GL_VIEWPORT = 2978
GL_VIEWPORT_BIT = 2048
GL_XOR = 5382
GL_ZERO = 0
GL_ZOOM_X = 3350
GL_ZOOM_Y = 3351
__file__ = r'.\pyui\renderers\openglPygame.pyc'
__name__ = 'pyui.renderers.openglPygame'
__warningregistry__ = {('import cdrom: DLL load failed: Invalid access to memory location.', <class exceptions.RuntimeWarning at 0x00763DE0>, 24): 1}