'''Autogenerated by get_gl_extensions script, do not edit!'''
from OpenGL import platform as _p, constants as _cs, arrays
_GLGET_CONSTANTS = {}
import ctypes
EXTENSION_NAME = 'GL_VERSION_GL_1_1'
def _f( function ):
    return _p.createFunction( function,None,'GL_VERSION_GL_1_1',False)
_p.unpack_constants( """GL_FALSE 0x0
GL_TRUE 0x1
GL_BYTE 0x1400
GL_UNSIGNED_BYTE 0x1401
GL_SHORT 0x1402
GL_UNSIGNED_SHORT 0x1403
GL_INT 0x1404
GL_UNSIGNED_INT 0x1405
GL_FLOAT 0x1406
GL_2_BYTES 0x1407
GL_3_BYTES 0x1408
GL_4_BYTES 0x1409
GL_DOUBLE 0x140A
GL_POINTS 0x0
GL_LINES 0x1
GL_LINE_LOOP 0x2
GL_LINE_STRIP 0x3
GL_TRIANGLES 0x4
GL_TRIANGLE_STRIP 0x5
GL_TRIANGLE_FAN 0x6
GL_QUADS 0x7
GL_QUAD_STRIP 0x8
GL_POLYGON 0x9
GL_VERTEX_ARRAY 0x8074
GL_NORMAL_ARRAY 0x8075
GL_COLOR_ARRAY 0x8076
GL_INDEX_ARRAY 0x8077
GL_TEXTURE_COORD_ARRAY 0x8078
GL_EDGE_FLAG_ARRAY 0x8079
GL_VERTEX_ARRAY_SIZE 0x807A
GL_VERTEX_ARRAY_TYPE 0x807B
GL_VERTEX_ARRAY_STRIDE 0x807C
GL_NORMAL_ARRAY_TYPE 0x807E
GL_NORMAL_ARRAY_STRIDE 0x807F
GL_COLOR_ARRAY_SIZE 0x8081
GL_COLOR_ARRAY_TYPE 0x8082
GL_COLOR_ARRAY_STRIDE 0x8083
GL_INDEX_ARRAY_TYPE 0x8085
GL_INDEX_ARRAY_STRIDE 0x8086
GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
GL_VERTEX_ARRAY_POINTER 0x808E
GL_NORMAL_ARRAY_POINTER 0x808F
GL_COLOR_ARRAY_POINTER 0x8090
GL_INDEX_ARRAY_POINTER 0x8091
GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
GL_EDGE_FLAG_ARRAY_POINTER 0x8093
GL_V2F 0x2A20
GL_V3F 0x2A21
GL_C4UB_V2F 0x2A22
GL_C4UB_V3F 0x2A23
GL_C3F_V3F 0x2A24
GL_N3F_V3F 0x2A25
GL_C4F_N3F_V3F 0x2A26
GL_T2F_V3F 0x2A27
GL_T4F_V4F 0x2A28
GL_T2F_C4UB_V3F 0x2A29
GL_T2F_C3F_V3F 0x2A2A
GL_T2F_N3F_V3F 0x2A2B
GL_T2F_C4F_N3F_V3F 0x2A2C
GL_T4F_C4F_N3F_V4F 0x2A2D
GL_MATRIX_MODE 0xBA0
GL_MODELVIEW 0x1700
GL_PROJECTION 0x1701
GL_TEXTURE 0x1702
GL_POINT_SMOOTH 0xB10
GL_POINT_SIZE 0xB11
GL_POINT_SIZE_GRANULARITY 0xB13
GL_POINT_SIZE_RANGE 0xB12
GL_LINE_SMOOTH 0xB20
GL_LINE_STIPPLE 0xB24
GL_LINE_STIPPLE_PATTERN 0xB25
GL_LINE_STIPPLE_REPEAT 0xB26
GL_LINE_WIDTH 0xB21
GL_LINE_WIDTH_GRANULARITY 0xB23
GL_LINE_WIDTH_RANGE 0xB22
GL_POINT 0x1B00
GL_LINE 0x1B01
GL_FILL 0x1B02
GL_CW 0x900
GL_CCW 0x901
GL_FRONT 0x404
GL_BACK 0x405
GL_POLYGON_MODE 0xB40
GL_POLYGON_SMOOTH 0xB41
GL_POLYGON_STIPPLE 0xB42
GL_EDGE_FLAG 0xB43
GL_CULL_FACE 0xB44
GL_CULL_FACE_MODE 0xB45
GL_FRONT_FACE 0xB46
GL_POLYGON_OFFSET_FACTOR 0x8038
GL_POLYGON_OFFSET_UNITS 0x2A00
GL_POLYGON_OFFSET_POINT 0x2A01
GL_POLYGON_OFFSET_LINE 0x2A02
GL_POLYGON_OFFSET_FILL 0x8037
GL_COMPILE 0x1300
GL_COMPILE_AND_EXECUTE 0x1301
GL_LIST_BASE 0xB32
GL_LIST_INDEX 0xB33
GL_LIST_MODE 0xB30
GL_NEVER 0x200
GL_LESS 0x201
GL_EQUAL 0x202
GL_LEQUAL 0x203
GL_GREATER 0x204
GL_NOTEQUAL 0x205
GL_GEQUAL 0x206
GL_ALWAYS 0x207
GL_DEPTH_TEST 0xB71
GL_DEPTH_BITS 0xD56
GL_DEPTH_CLEAR_VALUE 0xB73
GL_DEPTH_FUNC 0xB74
GL_DEPTH_RANGE 0xB70
GL_DEPTH_WRITEMASK 0xB72
GL_DEPTH_COMPONENT 0x1902
GL_LIGHTING 0xB50
GL_LIGHT0 0x4000
GL_LIGHT1 0x4001
GL_LIGHT2 0x4002
GL_LIGHT3 0x4003
GL_LIGHT4 0x4004
GL_LIGHT5 0x4005
GL_LIGHT6 0x4006
GL_LIGHT7 0x4007
GL_SPOT_EXPONENT 0x1205
GL_SPOT_CUTOFF 0x1206
GL_CONSTANT_ATTENUATION 0x1207
GL_LINEAR_ATTENUATION 0x1208
GL_QUADRATIC_ATTENUATION 0x1209
GL_AMBIENT 0x1200
GL_DIFFUSE 0x1201
GL_SPECULAR 0x1202
GL_SHININESS 0x1601
GL_EMISSION 0x1600
GL_POSITION 0x1203
GL_SPOT_DIRECTION 0x1204
GL_AMBIENT_AND_DIFFUSE 0x1602
GL_COLOR_INDEXES 0x1603
GL_LIGHT_MODEL_TWO_SIDE 0xB52
GL_LIGHT_MODEL_LOCAL_VIEWER 0xB51
GL_LIGHT_MODEL_AMBIENT 0xB53
GL_FRONT_AND_BACK 0x408
GL_SHADE_MODEL 0xB54
GL_FLAT 0x1D00
GL_SMOOTH 0x1D01
GL_COLOR_MATERIAL 0xB57
GL_COLOR_MATERIAL_FACE 0xB55
GL_COLOR_MATERIAL_PARAMETER 0xB56
GL_NORMALIZE 0xBA1
GL_CLIP_PLANE0 0x3000
GL_CLIP_PLANE1 0x3001
GL_CLIP_PLANE2 0x3002
GL_CLIP_PLANE3 0x3003
GL_CLIP_PLANE4 0x3004
GL_CLIP_PLANE5 0x3005
GL_ACCUM_RED_BITS 0xD58
GL_ACCUM_GREEN_BITS 0xD59
GL_ACCUM_BLUE_BITS 0xD5A
GL_ACCUM_ALPHA_BITS 0xD5B
GL_ACCUM_CLEAR_VALUE 0xB80
GL_ACCUM 0x100
GL_ADD 0x104
GL_LOAD 0x101
GL_MULT 0x103
GL_RETURN 0x102
GL_ALPHA_TEST 0xBC0
GL_ALPHA_TEST_REF 0xBC2
GL_ALPHA_TEST_FUNC 0xBC1
GL_BLEND 0xBE2
GL_BLEND_SRC 0xBE1
GL_BLEND_DST 0xBE0
GL_ZERO 0x0
GL_ONE 0x1
GL_SRC_COLOR 0x300
GL_ONE_MINUS_SRC_COLOR 0x301
GL_SRC_ALPHA 0x302
GL_ONE_MINUS_SRC_ALPHA 0x303
GL_DST_ALPHA 0x304
GL_ONE_MINUS_DST_ALPHA 0x305
GL_DST_COLOR 0x306
GL_ONE_MINUS_DST_COLOR 0x307
GL_SRC_ALPHA_SATURATE 0x308
GL_FEEDBACK 0x1C01
GL_RENDER 0x1C00
GL_SELECT 0x1C02
GL_2D 0x600
GL_3D 0x601
GL_3D_COLOR 0x602
GL_3D_COLOR_TEXTURE 0x603
GL_4D_COLOR_TEXTURE 0x604
GL_POINT_TOKEN 0x701
GL_LINE_TOKEN 0x702
GL_LINE_RESET_TOKEN 0x707
GL_POLYGON_TOKEN 0x703
GL_BITMAP_TOKEN 0x704
GL_DRAW_PIXEL_TOKEN 0x705
GL_COPY_PIXEL_TOKEN 0x706
GL_PASS_THROUGH_TOKEN 0x700
GL_FEEDBACK_BUFFER_POINTER 0xDF0
GL_FEEDBACK_BUFFER_SIZE 0xDF1
GL_FEEDBACK_BUFFER_TYPE 0xDF2
GL_SELECTION_BUFFER_POINTER 0xDF3
GL_SELECTION_BUFFER_SIZE 0xDF4
GL_FOG 0xB60
GL_FOG_MODE 0xB65
GL_FOG_DENSITY 0xB62
GL_FOG_COLOR 0xB66
GL_FOG_INDEX 0xB61
GL_FOG_START 0xB63
GL_FOG_END 0xB64
GL_LINEAR 0x2601
GL_EXP 0x800
GL_EXP2 0x801
GL_LOGIC_OP 0xBF1
GL_INDEX_LOGIC_OP 0xBF1
GL_COLOR_LOGIC_OP 0xBF2
GL_LOGIC_OP_MODE 0xBF0
GL_CLEAR 0x1500
GL_SET 0x150F
GL_COPY 0x1503
GL_COPY_INVERTED 0x150C
GL_NOOP 0x1505
GL_INVERT 0x150A
GL_AND 0x1501
GL_NAND 0x150E
GL_OR 0x1507
GL_NOR 0x1508
GL_XOR 0x1506
GL_EQUIV 0x1509
GL_AND_REVERSE 0x1502
GL_AND_INVERTED 0x1504
GL_OR_REVERSE 0x150B
GL_OR_INVERTED 0x150D
GL_STENCIL_BITS 0xD57
GL_STENCIL_TEST 0xB90
GL_STENCIL_CLEAR_VALUE 0xB91
GL_STENCIL_FUNC 0xB92
GL_STENCIL_VALUE_MASK 0xB93
GL_STENCIL_FAIL 0xB94
GL_STENCIL_PASS_DEPTH_FAIL 0xB95
GL_STENCIL_PASS_DEPTH_PASS 0xB96
GL_STENCIL_REF 0xB97
GL_STENCIL_WRITEMASK 0xB98
GL_STENCIL_INDEX 0x1901
GL_KEEP 0x1E00
GL_REPLACE 0x1E01
GL_INCR 0x1E02
GL_DECR 0x1E03
GL_NONE 0x0
GL_LEFT 0x406
GL_RIGHT 0x407
GL_FRONT_LEFT 0x400
GL_FRONT_RIGHT 0x401
GL_BACK_LEFT 0x402
GL_BACK_RIGHT 0x403
GL_AUX0 0x409
GL_AUX1 0x40A
GL_AUX2 0x40B
GL_AUX3 0x40C
GL_COLOR_INDEX 0x1900
GL_RED 0x1903
GL_GREEN 0x1904
GL_BLUE 0x1905
GL_ALPHA 0x1906
GL_LUMINANCE 0x1909
GL_LUMINANCE_ALPHA 0x190A
GL_ALPHA_BITS 0xD55
GL_RED_BITS 0xD52
GL_GREEN_BITS 0xD53
GL_BLUE_BITS 0xD54
GL_INDEX_BITS 0xD51
GL_SUBPIXEL_BITS 0xD50
GL_AUX_BUFFERS 0xC00
GL_READ_BUFFER 0xC02
GL_DRAW_BUFFER 0xC01
GL_DOUBLEBUFFER 0xC32
GL_STEREO 0xC33
GL_BITMAP 0x1A00
GL_COLOR 0x1800
GL_DEPTH 0x1801
GL_STENCIL 0x1802
GL_DITHER 0xBD0
GL_RGB 0x1907
GL_RGBA 0x1908
GL_MAX_LIST_NESTING 0xB31
GL_MAX_EVAL_ORDER 0xD30
GL_MAX_LIGHTS 0xD31
GL_MAX_CLIP_PLANES 0xD32
GL_MAX_TEXTURE_SIZE 0xD33
GL_MAX_PIXEL_MAP_TABLE 0xD34
GL_MAX_ATTRIB_STACK_DEPTH 0xD35
GL_MAX_MODELVIEW_STACK_DEPTH 0xD36
GL_MAX_NAME_STACK_DEPTH 0xD37
GL_MAX_PROJECTION_STACK_DEPTH 0xD38
GL_MAX_TEXTURE_STACK_DEPTH 0xD39
GL_MAX_VIEWPORT_DIMS 0xD3A
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0xD3B
GL_ATTRIB_STACK_DEPTH 0xBB0
GL_CLIENT_ATTRIB_STACK_DEPTH 0xBB1
GL_COLOR_CLEAR_VALUE 0xC22
GL_COLOR_WRITEMASK 0xC23
GL_CURRENT_INDEX 0xB01
GL_CURRENT_COLOR 0xB00
GL_CURRENT_NORMAL 0xB02
GL_CURRENT_RASTER_COLOR 0xB04
GL_CURRENT_RASTER_DISTANCE 0xB09
GL_CURRENT_RASTER_INDEX 0xB05
GL_CURRENT_RASTER_POSITION 0xB07
GL_CURRENT_RASTER_TEXTURE_COORDS 0xB06
GL_CURRENT_RASTER_POSITION_VALID 0xB08
GL_CURRENT_TEXTURE_COORDS 0xB03
GL_INDEX_CLEAR_VALUE 0xC20
GL_INDEX_MODE 0xC30
GL_INDEX_WRITEMASK 0xC21
GL_MODELVIEW_MATRIX 0xBA6
GL_MODELVIEW_STACK_DEPTH 0xBA3
GL_NAME_STACK_DEPTH 0xD70
GL_PROJECTION_MATRIX 0xBA7
GL_PROJECTION_STACK_DEPTH 0xBA4
GL_RENDER_MODE 0xC40
GL_RGBA_MODE 0xC31
GL_TEXTURE_MATRIX 0xBA8
GL_TEXTURE_STACK_DEPTH 0xBA5
GL_VIEWPORT 0xBA2
GL_AUTO_NORMAL 0xD80
GL_MAP1_COLOR_4 0xD90
GL_MAP1_INDEX 0xD91
GL_MAP1_NORMAL 0xD92
GL_MAP1_TEXTURE_COORD_1 0xD93
GL_MAP1_TEXTURE_COORD_2 0xD94
GL_MAP1_TEXTURE_COORD_3 0xD95
GL_MAP1_TEXTURE_COORD_4 0xD96
GL_MAP1_VERTEX_3 0xD97
GL_MAP1_VERTEX_4 0xD98
GL_MAP2_COLOR_4 0xDB0
GL_MAP2_INDEX 0xDB1
GL_MAP2_NORMAL 0xDB2
GL_MAP2_TEXTURE_COORD_1 0xDB3
GL_MAP2_TEXTURE_COORD_2 0xDB4
GL_MAP2_TEXTURE_COORD_3 0xDB5
GL_MAP2_TEXTURE_COORD_4 0xDB6
GL_MAP2_VERTEX_3 0xDB7
GL_MAP2_VERTEX_4 0xDB8
GL_MAP1_GRID_DOMAIN 0xDD0
GL_MAP1_GRID_SEGMENTS 0xDD1
GL_MAP2_GRID_DOMAIN 0xDD2
GL_MAP2_GRID_SEGMENTS 0xDD3
GL_COEFF 0xA00
GL_ORDER 0xA01
GL_DOMAIN 0xA02
GL_PERSPECTIVE_CORRECTION_HINT 0xC50
GL_POINT_SMOOTH_HINT 0xC51
GL_LINE_SMOOTH_HINT 0xC52
GL_POLYGON_SMOOTH_HINT 0xC53
GL_FOG_HINT 0xC54
GL_DONT_CARE 0x1100
GL_FASTEST 0x1101
GL_NICEST 0x1102
GL_SCISSOR_BOX 0xC10
GL_SCISSOR_TEST 0xC11
GL_MAP_COLOR 0xD10
GL_MAP_STENCIL 0xD11
GL_INDEX_SHIFT 0xD12
GL_INDEX_OFFSET 0xD13
GL_RED_SCALE 0xD14
GL_RED_BIAS 0xD15
GL_GREEN_SCALE 0xD18
GL_GREEN_BIAS 0xD19
GL_BLUE_SCALE 0xD1A
GL_BLUE_BIAS 0xD1B
GL_ALPHA_SCALE 0xD1C
GL_ALPHA_BIAS 0xD1D
GL_DEPTH_SCALE 0xD1E
GL_DEPTH_BIAS 0xD1F
GL_PIXEL_MAP_S_TO_S_SIZE 0xCB1
GL_PIXEL_MAP_I_TO_I_SIZE 0xCB0
GL_PIXEL_MAP_I_TO_R_SIZE 0xCB2
GL_PIXEL_MAP_I_TO_G_SIZE 0xCB3
GL_PIXEL_MAP_I_TO_B_SIZE 0xCB4
GL_PIXEL_MAP_I_TO_A_SIZE 0xCB5
GL_PIXEL_MAP_R_TO_R_SIZE 0xCB6
GL_PIXEL_MAP_G_TO_G_SIZE 0xCB7
GL_PIXEL_MAP_B_TO_B_SIZE 0xCB8
GL_PIXEL_MAP_A_TO_A_SIZE 0xCB9
GL_PIXEL_MAP_S_TO_S 0xC71
GL_PIXEL_MAP_I_TO_I 0xC70
GL_PIXEL_MAP_I_TO_R 0xC72
GL_PIXEL_MAP_I_TO_G 0xC73
GL_PIXEL_MAP_I_TO_B 0xC74
GL_PIXEL_MAP_I_TO_A 0xC75
GL_PIXEL_MAP_R_TO_R 0xC76
GL_PIXEL_MAP_G_TO_G 0xC77
GL_PIXEL_MAP_B_TO_B 0xC78
GL_PIXEL_MAP_A_TO_A 0xC79
GL_PACK_ALIGNMENT 0xD05
GL_PACK_LSB_FIRST 0xD01
GL_PACK_ROW_LENGTH 0xD02
GL_PACK_SKIP_PIXELS 0xD04
GL_PACK_SKIP_ROWS 0xD03
GL_PACK_SWAP_BYTES 0xD00
GL_UNPACK_ALIGNMENT 0xCF5
GL_UNPACK_LSB_FIRST 0xCF1
GL_UNPACK_ROW_LENGTH 0xCF2
GL_UNPACK_SKIP_PIXELS 0xCF4
GL_UNPACK_SKIP_ROWS 0xCF3
GL_UNPACK_SWAP_BYTES 0xCF0
GL_ZOOM_X 0xD16
GL_ZOOM_Y 0xD17
GL_TEXTURE_ENV 0x2300
GL_TEXTURE_ENV_MODE 0x2200
GL_TEXTURE_1D 0xDE0
GL_TEXTURE_2D 0xDE1
GL_TEXTURE_WRAP_S 0x2802
GL_TEXTURE_WRAP_T 0x2803
GL_TEXTURE_MAG_FILTER 0x2800
GL_TEXTURE_MIN_FILTER 0x2801
GL_TEXTURE_ENV_COLOR 0x2201
GL_TEXTURE_GEN_S 0xC60
GL_TEXTURE_GEN_T 0xC61
GL_TEXTURE_GEN_R 0xC62
GL_TEXTURE_GEN_Q 0xC63
GL_TEXTURE_GEN_MODE 0x2500
GL_TEXTURE_BORDER_COLOR 0x1004
GL_TEXTURE_WIDTH 0x1000
GL_TEXTURE_HEIGHT 0x1001
GL_TEXTURE_BORDER 0x1005
GL_TEXTURE_COMPONENTS 0x1003
GL_TEXTURE_RED_SIZE 0x805C
GL_TEXTURE_GREEN_SIZE 0x805D
GL_TEXTURE_BLUE_SIZE 0x805E
GL_TEXTURE_ALPHA_SIZE 0x805F
GL_TEXTURE_LUMINANCE_SIZE 0x8060
GL_TEXTURE_INTENSITY_SIZE 0x8061
GL_NEAREST_MIPMAP_NEAREST 0x2700
GL_NEAREST_MIPMAP_LINEAR 0x2702
GL_LINEAR_MIPMAP_NEAREST 0x2701
GL_LINEAR_MIPMAP_LINEAR 0x2703
GL_OBJECT_LINEAR 0x2401
GL_OBJECT_PLANE 0x2501
GL_EYE_LINEAR 0x2400
GL_EYE_PLANE 0x2502
GL_SPHERE_MAP 0x2402
GL_DECAL 0x2101
GL_MODULATE 0x2100
GL_NEAREST 0x2600
GL_REPEAT 0x2901
GL_CLAMP 0x2900
GL_S 0x2000
GL_T 0x2001
GL_R 0x2002
GL_Q 0x2003
GL_VENDOR 0x1F00
GL_RENDERER 0x1F01
GL_VERSION 0x1F02
GL_EXTENSIONS 0x1F03
GL_NO_ERROR 0x0
GL_INVALID_ENUM 0x500
GL_INVALID_VALUE 0x501
GL_INVALID_OPERATION 0x502
GL_STACK_OVERFLOW 0x503
GL_STACK_UNDERFLOW 0x504
GL_OUT_OF_MEMORY 0x505
GL_CURRENT_BIT 0x1
GL_POINT_BIT 0x2
GL_LINE_BIT 0x4
GL_POLYGON_BIT 0x8
GL_POLYGON_STIPPLE_BIT 0x10
GL_PIXEL_MODE_BIT 0x20
GL_LIGHTING_BIT 0x40
GL_FOG_BIT 0x80
GL_DEPTH_BUFFER_BIT 0x100
GL_ACCUM_BUFFER_BIT 0x200
GL_STENCIL_BUFFER_BIT 0x400
GL_VIEWPORT_BIT 0x800
GL_TRANSFORM_BIT 0x1000
GL_ENABLE_BIT 0x2000
GL_COLOR_BUFFER_BIT 0x4000
GL_HINT_BIT 0x8000
GL_EVAL_BIT 0x10000
GL_LIST_BIT 0x20000
GL_TEXTURE_BIT 0x40000
GL_SCISSOR_BIT 0x80000
GL_ALL_ATTRIB_BITS 0xFFFFF
GL_PROXY_TEXTURE_1D 0x8063
GL_PROXY_TEXTURE_2D 0x8064
GL_TEXTURE_PRIORITY 0x8066
GL_TEXTURE_RESIDENT 0x8067
GL_TEXTURE_BINDING_1D 0x8068
GL_TEXTURE_BINDING_2D 0x8069
GL_TEXTURE_INTERNAL_FORMAT 0x1003
GL_ALPHA4 0x803B
GL_ALPHA8 0x803C
GL_ALPHA12 0x803D
GL_ALPHA16 0x803E
GL_LUMINANCE4 0x803F
GL_LUMINANCE8 0x8040
GL_LUMINANCE12 0x8041
GL_LUMINANCE16 0x8042
GL_LUMINANCE4_ALPHA4 0x8043
GL_LUMINANCE6_ALPHA2 0x8044
GL_LUMINANCE8_ALPHA8 0x8045
GL_LUMINANCE12_ALPHA4 0x8046
GL_LUMINANCE12_ALPHA12 0x8047
GL_LUMINANCE16_ALPHA16 0x8048
GL_INTENSITY 0x8049
GL_INTENSITY4 0x804A
GL_INTENSITY8 0x804B
GL_INTENSITY12 0x804C
GL_INTENSITY16 0x804D
GL_R3_G3_B2 0x2A10
GL_RGB4 0x804F
GL_RGB5 0x8050
GL_RGB8 0x8051
GL_RGB10 0x8052
GL_RGB12 0x8053
GL_RGB16 0x8054
GL_RGBA2 0x8055
GL_RGBA4 0x8056
GL_RGB5_A1 0x8057
GL_RGBA8 0x8058
GL_RGB10_A2 0x8059
GL_RGBA12 0x805A
GL_RGBA16 0x805B
GL_CLIENT_PIXEL_STORE_BIT 0x1
GL_CLIENT_VERTEX_ARRAY_BIT 0x2
GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF
GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF""", globals())
_GLGET_CONSTANTS[ GL_VERTEX_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_NORMAL_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_COORD_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_EDGE_FLAG_ARRAY ] = (1,)
_GLGET_CONSTANTS[ GL_VERTEX_ARRAY_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_VERTEX_ARRAY_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_VERTEX_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_NORMAL_ARRAY_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_NORMAL_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_ARRAY_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_ARRAY_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_ARRAY_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_COORD_ARRAY_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_COORD_ARRAY_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_COORD_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_EDGE_FLAG_ARRAY_STRIDE ] = (1,)
_GLGET_CONSTANTS[ GL_MATRIX_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_POINT_SMOOTH ] = (1,)
_GLGET_CONSTANTS[ GL_POINT_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_POINT_SIZE_GRANULARITY ] = (1,)
_GLGET_CONSTANTS[ GL_POINT_SIZE_RANGE ] = (2,)
_GLGET_CONSTANTS[ GL_LINE_SMOOTH ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_STIPPLE ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_STIPPLE_PATTERN ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_STIPPLE_REPEAT ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_WIDTH ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_WIDTH_GRANULARITY ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_WIDTH_RANGE ] = (2,)
_GLGET_CONSTANTS[ GL_POLYGON_MODE ] = (2,)
_GLGET_CONSTANTS[ GL_POLYGON_SMOOTH ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_STIPPLE ] = (1,)
_GLGET_CONSTANTS[ GL_EDGE_FLAG ] = (1,)
_GLGET_CONSTANTS[ GL_CULL_FACE ] = (1,)
_GLGET_CONSTANTS[ GL_CULL_FACE_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_FRONT_FACE ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_OFFSET_FACTOR ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_OFFSET_UNITS ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_OFFSET_POINT ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_OFFSET_LINE ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_OFFSET_FILL ] = (1,)
_GLGET_CONSTANTS[ GL_LIST_BASE ] = (1,)
_GLGET_CONSTANTS[ GL_LIST_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_LIST_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_TEST ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_CLEAR_VALUE ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_FUNC ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_RANGE ] = (2,)
_GLGET_CONSTANTS[ GL_DEPTH_WRITEMASK ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHTING ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT0 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT1 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT2 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT3 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT4 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT5 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT6 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT7 ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT_MODEL_TWO_SIDE ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT_MODEL_LOCAL_VIEWER ] = (1,)
_GLGET_CONSTANTS[ GL_LIGHT_MODEL_AMBIENT ] = (4,)
_GLGET_CONSTANTS[ GL_SHADE_MODEL ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_MATERIAL ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_MATERIAL_FACE ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_MATERIAL_PARAMETER ] = (1,)
_GLGET_CONSTANTS[ GL_NORMALIZE ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE0 ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE1 ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE2 ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE3 ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE4 ] = (1,)
_GLGET_CONSTANTS[ GL_CLIP_PLANE5 ] = (1,)
_GLGET_CONSTANTS[ GL_ACCUM_RED_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_ACCUM_GREEN_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_ACCUM_BLUE_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_ACCUM_ALPHA_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_ACCUM_CLEAR_VALUE ] = (4,)
_GLGET_CONSTANTS[ GL_ALPHA_TEST ] = (1,)
_GLGET_CONSTANTS[ GL_ALPHA_TEST_REF ] = (1,)
_GLGET_CONSTANTS[ GL_ALPHA_TEST_FUNC ] = (1,)
_GLGET_CONSTANTS[ GL_BLEND ] = (1,)
_GLGET_CONSTANTS[ GL_BLEND_SRC ] = (1,)
_GLGET_CONSTANTS[ GL_BLEND_DST ] = (1,)
_GLGET_CONSTANTS[ GL_FEEDBACK_BUFFER_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_FEEDBACK_BUFFER_TYPE ] = (1,)
_GLGET_CONSTANTS[ GL_SELECTION_BUFFER_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_FOG ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_DENSITY ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_COLOR ] = (4,)
_GLGET_CONSTANTS[ GL_FOG_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_START ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_END ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_LOGIC_OP ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_LOGIC_OP ] = (1,)
_GLGET_CONSTANTS[ GL_LOGIC_OP_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_TEST ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_CLEAR_VALUE ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_FUNC ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_VALUE_MASK ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_FAIL ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_PASS_DEPTH_FAIL ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_PASS_DEPTH_PASS ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_REF ] = (1,)
_GLGET_CONSTANTS[ GL_STENCIL_WRITEMASK ] = (1,)
_GLGET_CONSTANTS[ GL_ALPHA_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_RED_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_GREEN_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_BLUE_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_SUBPIXEL_BITS ] = (1,)
_GLGET_CONSTANTS[ GL_AUX_BUFFERS ] = (1,)
_GLGET_CONSTANTS[ GL_READ_BUFFER ] = (1,)
_GLGET_CONSTANTS[ GL_DRAW_BUFFER ] = (1,)
_GLGET_CONSTANTS[ GL_DOUBLEBUFFER ] = (1,)
_GLGET_CONSTANTS[ GL_STEREO ] = (1,)
_GLGET_CONSTANTS[ GL_DITHER ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_LIST_NESTING ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_EVAL_ORDER ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_LIGHTS ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_CLIP_PLANES ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_TEXTURE_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_PIXEL_MAP_TABLE ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_ATTRIB_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_MODELVIEW_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_NAME_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_PROJECTION_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_TEXTURE_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_MAX_VIEWPORT_DIMS ] = (2,)
_GLGET_CONSTANTS[ GL_MAX_CLIENT_ATTRIB_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_ATTRIB_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_CLIENT_ATTRIB_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_COLOR_CLEAR_VALUE ] = (4,)
_GLGET_CONSTANTS[ GL_COLOR_WRITEMASK ] = (4,)
_GLGET_CONSTANTS[ GL_CURRENT_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_CURRENT_COLOR ] = (4,)
_GLGET_CONSTANTS[ GL_CURRENT_NORMAL ] = (3,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_COLOR ] = (4,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_DISTANCE ] = (1,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_POSITION ] = (4,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_TEXTURE_COORDS ] = (4,)
_GLGET_CONSTANTS[ GL_CURRENT_RASTER_POSITION_VALID ] = (1,)
_GLGET_CONSTANTS[ GL_CURRENT_TEXTURE_COORDS ] = (4,)
_GLGET_CONSTANTS[ GL_INDEX_CLEAR_VALUE ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_WRITEMASK ] = (1,)
_GLGET_CONSTANTS[ GL_MODELVIEW_MATRIX ] = (4, 4)
_GLGET_CONSTANTS[ GL_MODELVIEW_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_NAME_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_PROJECTION_MATRIX ] = (4, 4)
_GLGET_CONSTANTS[ GL_PROJECTION_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_RENDER_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_RGBA_MODE ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_MATRIX ] = (4, 4)
_GLGET_CONSTANTS[ GL_TEXTURE_STACK_DEPTH ] = (1,)
_GLGET_CONSTANTS[ GL_VIEWPORT ] = (4,)
_GLGET_CONSTANTS[ GL_AUTO_NORMAL ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_COLOR_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_NORMAL ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_TEXTURE_COORD_1 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_TEXTURE_COORD_2 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_TEXTURE_COORD_3 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_TEXTURE_COORD_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_VERTEX_3 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_VERTEX_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_COLOR_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_INDEX ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_NORMAL ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_TEXTURE_COORD_1 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_TEXTURE_COORD_2 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_TEXTURE_COORD_3 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_TEXTURE_COORD_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_VERTEX_3 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_VERTEX_4 ] = (1,)
_GLGET_CONSTANTS[ GL_MAP1_GRID_DOMAIN ] = (2,)
_GLGET_CONSTANTS[ GL_MAP1_GRID_SEGMENTS ] = (1,)
_GLGET_CONSTANTS[ GL_MAP2_GRID_DOMAIN ] = (4,)
_GLGET_CONSTANTS[ GL_MAP2_GRID_SEGMENTS ] = (2,)
_GLGET_CONSTANTS[ GL_PERSPECTIVE_CORRECTION_HINT ] = (1,)
_GLGET_CONSTANTS[ GL_POINT_SMOOTH_HINT ] = (1,)
_GLGET_CONSTANTS[ GL_LINE_SMOOTH_HINT ] = (1,)
_GLGET_CONSTANTS[ GL_POLYGON_SMOOTH_HINT ] = (1,)
_GLGET_CONSTANTS[ GL_FOG_HINT ] = (1,)
_GLGET_CONSTANTS[ GL_SCISSOR_BOX ] = (4,)
_GLGET_CONSTANTS[ GL_SCISSOR_TEST ] = (1,)
_GLGET_CONSTANTS[ GL_MAP_COLOR ] = (1,)
_GLGET_CONSTANTS[ GL_MAP_STENCIL ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_SHIFT ] = (1,)
_GLGET_CONSTANTS[ GL_INDEX_OFFSET ] = (1,)
_GLGET_CONSTANTS[ GL_RED_SCALE ] = (1,)
_GLGET_CONSTANTS[ GL_RED_BIAS ] = (1,)
_GLGET_CONSTANTS[ GL_GREEN_SCALE ] = (1,)
_GLGET_CONSTANTS[ GL_GREEN_BIAS ] = (1,)
_GLGET_CONSTANTS[ GL_BLUE_SCALE ] = (1,)
_GLGET_CONSTANTS[ GL_BLUE_BIAS ] = (1,)
_GLGET_CONSTANTS[ GL_ALPHA_SCALE ] = (1,)
_GLGET_CONSTANTS[ GL_ALPHA_BIAS ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_SCALE ] = (1,)
_GLGET_CONSTANTS[ GL_DEPTH_BIAS ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_S_TO_S_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_I_TO_I_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_I_TO_R_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_I_TO_G_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_I_TO_B_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_I_TO_A_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_R_TO_R_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_G_TO_G_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_B_TO_B_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PIXEL_MAP_A_TO_A_SIZE ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_ALIGNMENT ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_LSB_FIRST ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_ROW_LENGTH ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_SKIP_PIXELS ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_SKIP_ROWS ] = (1,)
_GLGET_CONSTANTS[ GL_PACK_SWAP_BYTES ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_ALIGNMENT ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_LSB_FIRST ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_ROW_LENGTH ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_SKIP_PIXELS ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_SKIP_ROWS ] = (1,)
_GLGET_CONSTANTS[ GL_UNPACK_SWAP_BYTES ] = (1,)
_GLGET_CONSTANTS[ GL_ZOOM_X ] = (1,)
_GLGET_CONSTANTS[ GL_ZOOM_Y ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_1D ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_2D ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_GEN_S ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_GEN_T ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_GEN_R ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_GEN_Q ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_BINDING_1D ] = (1,)
_GLGET_CONSTANTS[ GL_TEXTURE_BINDING_2D ] = (1,)
@_f
@_p.types(None,_cs.GLfloat)
def glClearIndex( c ):pass
@_f
@_p.types(None,_cs.GLclampf,_cs.GLclampf,_cs.GLclampf,_cs.GLclampf)
def glClearColor( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLbitfield)
def glClear( mask ):pass
@_f
@_p.types(None,_cs.GLuint)
def glIndexMask( mask ):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.GLclampf)
def glAlphaFunc( func,ref ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum)
def glBlendFunc( sfactor,dfactor ):pass
@_f
@_p.types(None,_cs.GLenum)
def glLogicOp( opcode ):pass
@_f
@_p.types(None,_cs.GLenum)
def glCullFace( mode ):pass
@_f
@_p.types(None,_cs.GLenum)
def glFrontFace( mode ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glPointSize( size ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glLineWidth( width ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLushort)
def glLineStipple( factor,pattern ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum)
def glPolygonMode( face,mode ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glPolygonOffset( factor,units ):pass
@_f
@_p.types(None,arrays.GLubyteArray)
def glPolygonStipple( mask ):pass
@_f
@_p.types(None,arrays.GLubyteArray)
def glGetPolygonStipple( mask ):pass
@_f
@_p.types(None,_cs.GLboolean)
def glEdgeFlag( flag ):pass
@_f
@_p.types(None,arrays.GLbooleanArray)
def glEdgeFlagv( flag ):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,arrays.GLdoubleArray)
def glClipPlane( plane,equation ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLdoubleArray)
def glGetClipPlane( plane,equation ):pass
@_f
@_p.types(None,_cs.GLenum)
def glDrawBuffer( mode ):pass
@_f
@_p.types(None,_cs.GLenum)
def glReadBuffer( mode ):pass
@_f
@_p.types(None,_cs.GLenum)
def glEnable( cap ):pass
@_f
@_p.types(None,_cs.GLenum)
def glDisable( cap ):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLenum)
def glIsEnabled( cap ):pass
@_f
@_p.types(None,_cs.GLenum)
def glEnableClientState( cap ):pass
@_f
@_p.types(None,_cs.GLenum)
def glDisableClientState( cap ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLbooleanArray)
def glGetBooleanv( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLdoubleArray)
def glGetDoublev( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
def glGetFloatv( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLintArray)
def glGetIntegerv( pname,params ):pass
@_f
@_p.types(None,_cs.GLbitfield)
def glPushAttrib( mask ):pass
@_f
@_p.types(None,)
def glPopAttrib(  ):pass
@_f
@_p.types(None,_cs.GLbitfield)
def glPushClientAttrib( mask ):pass
@_f
@_p.types(None,)
def glPopClientAttrib(  ):pass
@_f
@_p.types(_cs.GLint,_cs.GLenum)
def glRenderMode( mode ):pass
@_f
@_p.types(_cs.GLenum,)
def glGetError(  ):pass
@_f
@_p.types(arrays.GLubyteArray,_cs.GLenum)
def glGetString( name ):pass
@_f
@_p.types(None,)
def glFinish(  ):pass
@_f
@_p.types(None,)
def glFlush(  ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum)
def glHint( target,mode ):pass
@_f
@_p.types(None,_cs.GLclampd)
def glClearDepth( depth ):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.GLclampd,_cs.GLclampd)
def glDepthRange( near_val,far_val ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glClearAccum( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat)
def glAccum( op,value ):pass
@_f
@_p.types(None,_cs.GLenum)
def glMatrixMode( mode ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glOrtho( left,right,bottom,top,near_val,far_val ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glFrustum( left,right,bottom,top,near_val,far_val ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei)
def glViewport( x,y,width,height ):pass
@_f
@_p.types(None,)
def glPushMatrix(  ):pass
@_f
@_p.types(None,)
def glPopMatrix(  ):pass
@_f
@_p.types(None,)
def glLoadIdentity(  ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glLoadMatrixd( m ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glLoadMatrixf( m ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glMultMatrixd( m ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glMultMatrixf( m ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glRotated( angle,x,y,z ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glRotatef( angle,x,y,z ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glScaled( x,y,z ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glScalef( x,y,z ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glTranslated( x,y,z ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glTranslatef( x,y,z ):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLuint)
def glIsList( list ):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei)
def glDeleteLists( list,range ):pass
@_f
@_p.types(_cs.GLuint,_cs.GLsizei)
def glGenLists( range ):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLenum)
def glNewList( list,mode ):pass
@_f
@_p.types(None,)
def glEndList(  ):pass
@_f
@_p.types(None,_cs.GLuint)
def glCallList( list ):pass
@_f
@_p.types(None,_cs.GLsizei,_cs.GLenum,ctypes.c_void_p)
def glCallLists( n,type,lists ):pass
@_f
@_p.types(None,_cs.GLuint)
def glListBase( base ):pass
@_f
@_p.types(None,_cs.GLenum)
def glBegin( mode ):pass
@_f
@_p.types(None,)
def glEnd(  ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble)
def glVertex2d( x,y ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glVertex2f( x,y ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint)
def glVertex2i( x,y ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort)
def glVertex2s( x,y ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glVertex3d( x,y,z ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glVertex3f( x,y,z ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint)
def glVertex3i( x,y,z ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glVertex3s( x,y,z ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glVertex4d( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glVertex4f( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glVertex4i( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glVertex4s( x,y,z,w ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glVertex2dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glVertex2fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glVertex2iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glVertex2sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glVertex3dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glVertex3fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glVertex3iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glVertex3sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glVertex4dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glVertex4fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glVertex4iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glVertex4sv( v ):pass
@_f
@_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte)
def glNormal3b( nx,ny,nz ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glNormal3d( nx,ny,nz ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glNormal3f( nx,ny,nz ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint)
def glNormal3i( nx,ny,nz ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glNormal3s( nx,ny,nz ):pass
@_f
@_p.types(None,arrays.GLbyteArray)
def glNormal3bv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glNormal3dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glNormal3fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glNormal3iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glNormal3sv( v ):pass
@_f
@_p.types(None,_cs.GLdouble)
def glIndexd( c ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glIndexf( c ):pass
@_f
@_p.types(None,_cs.GLint)
def glIndexi( c ):pass
@_f
@_p.types(None,_cs.GLshort)
def glIndexs( c ):pass
@_f
@_p.types(None,_cs.GLubyte)
def glIndexub( c ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glIndexdv( c ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glIndexfv( c ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glIndexiv( c ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glIndexsv( c ):pass
@_f
@_p.types(None,arrays.GLubyteArray)
def glIndexubv( c ):pass
@_f
@_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte)
def glColor3b( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glColor3d( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glColor3f( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint)
def glColor3i( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glColor3s( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte)
def glColor3ub( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint)
def glColor3ui( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLushort,_cs.GLushort,_cs.GLushort)
def glColor3us( red,green,blue ):pass
@_f
@_p.types(None,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte,_cs.GLbyte)
def glColor4b( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glColor4d( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glColor4f( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glColor4i( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glColor4s( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte,_cs.GLubyte)
def glColor4ub( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLuint,_cs.GLuint,_cs.GLuint)
def glColor4ui( red,green,blue,alpha ):pass
@_f
@_p.types(None,_cs.GLushort,_cs.GLushort,_cs.GLushort,_cs.GLushort)
def glColor4us( red,green,blue,alpha ):pass
@_f
@_p.types(None,arrays.GLbyteArray)
def glColor3bv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glColor3dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glColor3fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glColor3iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glColor3sv( v ):pass
@_f
@_p.types(None,arrays.GLubyteArray)
def glColor3ubv( v ):pass
@_f
@_p.types(None,arrays.GLuintArray)
def glColor3uiv( v ):pass
@_f
@_p.types(None,arrays.GLushortArray)
def glColor3usv( v ):pass
@_f
@_p.types(None,arrays.GLbyteArray)
def glColor4bv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glColor4dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glColor4fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glColor4iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glColor4sv( v ):pass
@_f
@_p.types(None,arrays.GLubyteArray)
def glColor4ubv( v ):pass
@_f
@_p.types(None,arrays.GLuintArray)
def glColor4uiv( v ):pass
@_f
@_p.types(None,arrays.GLushortArray)
def glColor4usv( v ):pass
@_f
@_p.types(None,_cs.GLdouble)
def glTexCoord1d( s ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glTexCoord1f( s ):pass
@_f
@_p.types(None,_cs.GLint)
def glTexCoord1i( s ):pass
@_f
@_p.types(None,_cs.GLshort)
def glTexCoord1s( s ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble)
def glTexCoord2d( s,t ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glTexCoord2f( s,t ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint)
def glTexCoord2i( s,t ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort)
def glTexCoord2s( s,t ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glTexCoord3d( s,t,r ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glTexCoord3f( s,t,r ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint)
def glTexCoord3i( s,t,r ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glTexCoord3s( s,t,r ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glTexCoord4d( s,t,r,q ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glTexCoord4f( s,t,r,q ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glTexCoord4i( s,t,r,q ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glTexCoord4s( s,t,r,q ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glTexCoord1dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glTexCoord1fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glTexCoord1iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glTexCoord1sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glTexCoord2dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glTexCoord2fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glTexCoord2iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glTexCoord2sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glTexCoord3dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glTexCoord3fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glTexCoord3iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glTexCoord3sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glTexCoord4dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glTexCoord4fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glTexCoord4iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glTexCoord4sv( v ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble)
def glRasterPos2d( x,y ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glRasterPos2f( x,y ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint)
def glRasterPos2i( x,y ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort)
def glRasterPos2s( x,y ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glRasterPos3d( x,y,z ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glRasterPos3f( x,y,z ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint)
def glRasterPos3i( x,y,z ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glRasterPos3s( x,y,z ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glRasterPos4d( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glRasterPos4f( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glRasterPos4i( x,y,z,w ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glRasterPos4s( x,y,z,w ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glRasterPos2dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glRasterPos2fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glRasterPos2iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glRasterPos2sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glRasterPos3dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glRasterPos3fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glRasterPos3iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glRasterPos3sv( v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glRasterPos4dv( v ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glRasterPos4fv( v ):pass
@_f
@_p.types(None,arrays.GLintArray)
def glRasterPos4iv( v ):pass
@_f
@_p.types(None,arrays.GLshortArray)
def glRasterPos4sv( v ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble,_cs.GLdouble)
def glRectd( x1,y1,x2,y2 ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glRectf( x1,y1,x2,y2 ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glRecti( x1,y1,x2,y2 ):pass
@_f
@_p.types(None,_cs.GLshort,_cs.GLshort,_cs.GLshort,_cs.GLshort)
def glRects( x1,y1,x2,y2 ):pass
@_f
@_p.types(None,arrays.GLdoubleArray,arrays.GLdoubleArray)
def glRectdv( v1,v2 ):pass
@_f
@_p.types(None,arrays.GLfloatArray,arrays.GLfloatArray)
def glRectfv( v1,v2 ):pass
@_f
@_p.types(None,arrays.GLintArray,arrays.GLintArray)
def glRectiv( v1,v2 ):pass
@_f
@_p.types(None,arrays.GLshortArray,arrays.GLshortArray)
def glRectsv( v1,v2 ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glVertexPointer( size,type,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glNormalPointer( type,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glColorPointer( size,type,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glIndexPointer( type,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glTexCoordPointer( size,type,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLsizei,ctypes.c_void_p)
def glEdgeFlagPointer( stride,pointer ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLvoidpArray)
def glGetPointerv( pname,params ):pass
@_f
@_p.types(None,_cs.GLint)
def glArrayElement( i ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLsizei)
def glDrawArrays( mode,first,count ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,_cs.GLenum,ctypes.c_void_p)
def glDrawElements( mode,count,type,indices ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,ctypes.c_void_p)
def glInterleavedArrays( format,stride,pointer ):pass
@_f
@_p.types(None,_cs.GLenum)
def glShadeModel( mode ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat)
def glLightf( light,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint)
def glLighti( light,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glLightfv( light,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glLightiv( light,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glGetLightfv( light,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetLightiv( light,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat)
def glLightModelf( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint)
def glLightModeli( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
def glLightModelfv( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLintArray)
def glLightModeliv( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat)
def glMaterialf( face,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint)
def glMateriali( face,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glMaterialfv( face,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glMaterialiv( face,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glGetMaterialfv( face,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetMaterialiv( face,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum)
def glColorMaterial( face,mode ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glPixelZoom( xfactor,yfactor ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat)
def glPixelStoref( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint)
def glPixelStorei( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat)
def glPixelTransferf( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint)
def glPixelTransferi( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLfloatArray)
def glPixelMapfv( map,mapsize,values ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLuintArray)
def glPixelMapuiv( map,mapsize,values ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLsizei,arrays.GLushortArray)
def glPixelMapusv( map,mapsize,values ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
def glGetPixelMapfv( map,values ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLuintArray)
def glGetPixelMapuiv( map,values ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLushortArray)
def glGetPixelMapusv( map,values ):pass
@_f
@_p.types(None,_cs.GLsizei,_cs.GLsizei,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,arrays.GLubyteArray)
def glBitmap( width,height,xorig,yorig,xmove,ymove,bitmap ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glReadPixels( x,y,width,height,format,type,pixels ):pass
@_f
@_p.types(None,_cs.GLsizei,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glDrawPixels( width,height,format,type,pixels ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLenum)
def glCopyPixels( x,y,width,height,type ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLuint)
def glStencilFunc( func,ref,mask ):pass
@_f
@_p.types(None,_cs.GLuint)
def glStencilMask( mask ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLenum)
def glStencilOp( fail,zfail,zpass ):pass
@_f
@_p.types(None,_cs.GLint)
def glClearStencil( s ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLdouble)
def glTexGend( coord,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat)
def glTexGenf( coord,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint)
def glTexGeni( coord,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray)
def glTexGendv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glTexGenfv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glTexGeniv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray)
def glGetTexGendv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glGetTexGenfv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetTexGeniv( coord,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLfloat)
def glTexEnvf( target,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,_cs.GLint)
def glTexEnvi( target,pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glTexEnvfv( target,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glTexEnviv( target,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glGetTexEnvfv( target,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetTexEnviv( target,pname,params ):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,_cs.GLint)
def glTexParameteri( 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,arrays.GLintArray)
def glTexParameteriv( target,pname,params ):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(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLfloatArray)
def glGetTexLevelParameterfv( target,level,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,arrays.GLintArray)
def glGetTexLevelParameteriv( target,level,pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glTexImage1D( target,level,internalFormat,width,border,format,type,pixels ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glTexImage2D( target,level,internalFormat,width,height,border,format,type,pixels ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glGetTexImage( target,level,format,type,pixels ):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glGenTextures( n,textures ):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glDeleteTextures( n,textures ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glBindTexture( target,texture ):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray,arrays.GLclampfArray)
def glPrioritizeTextures( n,textures,priorities ):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLsizei,arrays.GLuintArray,arrays.GLbooleanArray)
def glAreTexturesResident( n,textures,residences ):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLuint)
def glIsTexture( texture ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLenum,_cs.GLenum,ctypes.c_void_p)
def glTexSubImage1D( target,level,xoffset,width,format,type,pixels ):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.GLenum,_cs.GLint,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLint)
def glCopyTexImage1D( target,level,internalformat,x,y,width,border ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei,_cs.GLint)
def glCopyTexImage2D( target,level,internalformat,x,y,width,height,border ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLsizei)
def glCopyTexSubImage1D( target,level,xoffset,x,y,width ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei)
def glCopyTexSubImage2D( target,level,xoffset,yoffset,x,y,width,height ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,arrays.GLdoubleArray)
def glMap1d( target,u1,u2,stride,order,points ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,arrays.GLfloatArray)
def glMap1f( target,u1,u2,stride,order,points ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLint,arrays.GLdoubleArray)
def glMap2d( target,u1,u2,ustride,uorder,v1,v2,vstride,vorder,points ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLint,arrays.GLfloatArray)
def glMap2f( target,u1,u2,ustride,uorder,v1,v2,vstride,vorder,points ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLdoubleArray)
def glGetMapdv( target,query,v ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLfloatArray)
def glGetMapfv( target,query,v ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLenum,arrays.GLintArray)
def glGetMapiv( target,query,v ):pass
@_f
@_p.types(None,_cs.GLdouble)
def glEvalCoord1d( u ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glEvalCoord1f( u ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glEvalCoord1dv( u ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glEvalCoord1fv( u ):pass
@_f
@_p.types(None,_cs.GLdouble,_cs.GLdouble)
def glEvalCoord2d( u,v ):pass
@_f
@_p.types(None,_cs.GLfloat,_cs.GLfloat)
def glEvalCoord2f( u,v ):pass
@_f
@_p.types(None,arrays.GLdoubleArray)
def glEvalCoord2dv( u ):pass
@_f
@_p.types(None,arrays.GLfloatArray)
def glEvalCoord2fv( u ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble)
def glMapGrid1d( un,u1,u2 ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat)
def glMapGrid1f( un,u1,u2 ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLdouble,_cs.GLdouble,_cs.GLint,_cs.GLdouble,_cs.GLdouble)
def glMapGrid2d( un,u1,u2,vn,v1,v2 ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLfloat,_cs.GLfloat,_cs.GLint,_cs.GLfloat,_cs.GLfloat)
def glMapGrid2f( un,u1,u2,vn,v1,v2 ):pass
@_f
@_p.types(None,_cs.GLint)
def glEvalPoint1( i ):pass
@_f
@_p.types(None,_cs.GLint,_cs.GLint)
def glEvalPoint2( i,j ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint)
def glEvalMesh1( mode,i1,i2 ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint,_cs.GLint,_cs.GLint,_cs.GLint)
def glEvalMesh2( mode,i1,i2,j1,j2 ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLfloat)
def glFogf( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLint)
def glFogi( pname,param ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLfloatArray)
def glFogfv( pname,params ):pass
@_f
@_p.types(None,_cs.GLenum,arrays.GLintArray)
def glFogiv( pname,params ):pass
@_f
@_p.types(None,_cs.GLsizei,_cs.GLenum,arrays.GLfloatArray)
def glFeedbackBuffer( size,type,buffer ):pass
@_f
@_p.types(None,_cs.GLfloat)
def glPassThrough( token ):pass
@_f
@_p.types(None,_cs.GLsizei,arrays.GLuintArray)
def glSelectBuffer( size,buffer ):pass
@_f
@_p.types(None,)
def glInitNames(  ):pass
@_f
@_p.types(None,_cs.GLuint)
def glLoadName( name ):pass
@_f
@_p.types(None,_cs.GLuint)
def glPushName( name ):pass
@_f
@_p.types(None,)
def glPopName(  ):pass


def glInitGl11VERSION():
    '''Return boolean indicating whether this extension is available'''
    from OpenGL import extensions
    return extensions.hasGLExtension( EXTENSION_NAME )
