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'''Autogenerated by xml_generate script, do not edit!'''
from OpenGL import platform as _p, arrays
# Code generation uses this
from OpenGL.raw.GLES2 import _types as _cs
# End users want this...
from OpenGL.raw.GLES2._types import *
from OpenGL.raw.GLES2 import _errors
from OpenGL.constant import Constant as _C
import ctypes
_EXTENSION_NAME = 'GLES2_NV_viewport_array'
def _f( function ):
return _p.createFunction( function,_p.PLATFORM.GLES2,'GLES2_NV_viewport_array',error_checker=_errors._error_checker)
GL_DEPTH_RANGE=_C('GL_DEPTH_RANGE',0x0B70)
GL_MAX_VIEWPORTS_NV=_C('GL_MAX_VIEWPORTS_NV',0x825B)
GL_SCISSOR_BOX=_C('GL_SCISSOR_BOX',0x0C10)
GL_SCISSOR_TEST=_C('GL_SCISSOR_TEST',0x0C11)
GL_VIEWPORT=_C('GL_VIEWPORT',0x0BA2)
GL_VIEWPORT_BOUNDS_RANGE_NV=_C('GL_VIEWPORT_BOUNDS_RANGE_NV',0x825D)
GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV=_C('GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV',0x825F)
GL_VIEWPORT_SUBPIXEL_BITS_NV=_C('GL_VIEWPORT_SUBPIXEL_BITS_NV',0x825C)
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray)
def glDepthRangeArrayfvNV(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat)
def glDepthRangeIndexedfNV(index,n,f):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glDisableiNV(target,index):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint)
def glEnableiNV(target,index):pass
@_f
@_p.types(None,_cs.GLenum,_cs.GLuint,arrays.GLfloatArray)
def glGetFloati_vNV(target,index,data):pass
@_f
@_p.types(_cs.GLboolean,_cs.GLenum,_cs.GLuint)
def glIsEnablediNV(target,index):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLintArray)
def glScissorArrayvNV(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLint,_cs.GLint,_cs.GLsizei,_cs.GLsizei)
def glScissorIndexedNV(index,left,bottom,width,height):pass
@_f
@_p.types(None,_cs.GLuint,arrays.GLintArray)
def glScissorIndexedvNV(index,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLsizei,arrays.GLfloatArray)
def glViewportArrayvNV(first,count,v):pass
@_f
@_p.types(None,_cs.GLuint,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat,_cs.GLfloat)
def glViewportIndexedfNV(index,x,y,w,h):pass
@_f
@_p.types(None,_cs.GLuint,arrays.GLfloatArray)
def glViewportIndexedfvNV(index,v):pass
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