# This file was created automatically by SWIG.
# Don't modify this file, modify the SWIG interface instead.
# This file is compatible with both classic and new-style classes.
import _GL__init__
def _swig_setattr_nondynamic(self,class_type,name,value,static=1):
if (name == "this"):
if isinstance(value, class_type):
self.__dict__[name] = value.this
if hasattr(value,"thisown"): self.__dict__["thisown"] = value.thisown
del value.thisown
return
method = class_type.__swig_setmethods__.get(name,None)
if method: return method(self,value)
if (not static) or hasattr(self,name) or (name == "thisown"):
self.__dict__[name] = value
else:
raise AttributeError("You cannot add attributes to %s" % self)
def _swig_setattr(self,class_type,name,value):
return _swig_setattr_nondynamic(self,class_type,name,value,0)
def _swig_getattr(self,class_type,name):
method = class_type.__swig_getmethods__.get(name,None)
if method: return method(self)
raise AttributeError,name
import types
try:
_object = types.ObjectType
_newclass = 1
except AttributeError:
class _object : pass
_newclass = 0
del types
__version__ = _GL__init__.__version__
__date__ = _GL__init__.__date__
__api_version__ = _GL__init__.__api_version__
__author__ = _GL__init__.__author__
__doc__ = _GL__init__.__doc__
__numeric_present__ = _GL__init__.__numeric_present__
__numeric_support__ = _GL__init__.__numeric_support__
from operator import isSequenceType
glArrayElement = _GL__init__.glArrayElement
glBegin = _GL__init__.glBegin
glCallList = _GL__init__.glCallList
glCallLists = _GL__init__.glCallLists
glColor3b = _GL__init__.glColor3b
glColor3bv = _GL__init__.glColor3bv
glColor3d = _GL__init__.glColor3d
glColor3dv = _GL__init__.glColor3dv
glColor3f = _GL__init__.glColor3f
glColor3fv = _GL__init__.glColor3fv
glColor3i = _GL__init__.glColor3i
glColor3iv = _GL__init__.glColor3iv
glColor3s = _GL__init__.glColor3s
glColor3sv = _GL__init__.glColor3sv
glColor3ub = _GL__init__.glColor3ub
glColor3ubv = _GL__init__.glColor3ubv
glColor3ui = _GL__init__.glColor3ui
glColor3uiv = _GL__init__.glColor3uiv
glColor3us = _GL__init__.glColor3us
glColor3usv = _GL__init__.glColor3usv
glColor4b = _GL__init__.glColor4b
glColor4bv = _GL__init__.glColor4bv
glColor4d = _GL__init__.glColor4d
glColor4dv = _GL__init__.glColor4dv
glColor4f = _GL__init__.glColor4f
glColor4fv = _GL__init__.glColor4fv
glColor4i = _GL__init__.glColor4i
glColor4iv = _GL__init__.glColor4iv
glColor4s = _GL__init__.glColor4s
glColor4sv = _GL__init__.glColor4sv
glColor4ub = _GL__init__.glColor4ub
glColor4ubv = _GL__init__.glColor4ubv
glColor4ui = _GL__init__.glColor4ui
glColor4uiv = _GL__init__.glColor4uiv
glColor4us = _GL__init__.glColor4us
glColor4usv = _GL__init__.glColor4usv
# color utility funcs
def glColorub(*args):
'glColorub(red, green, blue[, alpha]) | glColorub((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3ubv(args)
elif len(args) == 4:
glColor4ubv(args)
else:
raise TypeError, 'glColorub() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColorb(*args):
'glColorb(red, green, blue[, alpha]) | glColorb((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3bv(args)
elif len(args) == 4:
glColor4bv(args)
else:
raise TypeError, 'glColorb() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColorus(*args):
'glColorus(red, green, blue[, alpha]) | glColorus((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3usv(args)
elif len(args) == 4:
glColor4usv(args)
else:
raise TypeError, 'glColorus() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColors(*args):
'glColors(red, green, blue[, alpha]) | glColors((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3sv(args)
elif len(args) == 4:
glColor4sv(args)
else:
raise TypeError, 'glColors() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColorui(*args):
'glColorui(red, green, blue[, alpha]) | glColorui((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3uiv(args)
elif len(args) == 4:
glColor4uiv(args)
else:
raise TypeError, 'glColorui() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColori(*args):
'glColori(red, green, blue[, alpha]) | glColori((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3iv(args)
elif len(args) == 4:
glColor4iv(args)
else:
raise TypeError, 'glColori() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColorf(*args):
'glColorf(red, green, blue[, alpha]) | glColorf((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3fv(args)
elif len(args) == 4:
glColor4fv(args)
else:
raise TypeError, 'glColorf() takes 1, 3, or 4 arguments (%d given)' % len(args)
def glColord(*args):
'glColord(red, green, blue[, alpha]) | glColord((red, green, blue[, alpha])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glColor3dv(args)
elif len(args) == 4:
glColor4dv(args)
else:
raise TypeError, 'glColord() takes 1, 3, or 4 arguments (%d given)' % len(args)
glColor = glColord
glColor3 = glColord
glColor4 = glColord
glEdgeFlag = _GL__init__.glEdgeFlag
glEdgeFlagv = _GL__init__.glEdgeFlagv
glEvalCoord1d = _GL__init__.glEvalCoord1d
glEvalCoord1dv = _GL__init__.glEvalCoord1dv
glEvalCoord1f = _GL__init__.glEvalCoord1f
glEvalCoord1fv = _GL__init__.glEvalCoord1fv
glEvalCoord2d = _GL__init__.glEvalCoord2d
glEvalCoord2dv = _GL__init__.glEvalCoord2dv
glEvalCoord2f = _GL__init__.glEvalCoord2f
glEvalCoord2fv = _GL__init__.glEvalCoord2fv
# evalCoord utility funcs
def glEvalCoordf(*args):
'glEvalCoordf(u[, v]) | glEvalCoordf((u[, v])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glEvalCoord1f(args[0])
elif len(args) == 2:
glEvalCoord2fv(args)
else:
raise TypeError, 'glEvalCoordf() takes 1 or 2 arguments (%d given)' % len(args)
def glEvalCoordd(*args):
'glEvalCoordd(u[, v]) | glEvalCoordd((u[, v])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glEvalCoord1d(args[0])
elif len(args) == 2:
glEvalCoord2dv(args)
else:
raise TypeError, 'glEvalCoordd() takes 1 or 2 arguments (%d given)' % len(args)
glEvalCoord = glEvalCoordd
glEvalCoord1 = glEvalCoordd
glEvalCoord2 = glEvalCoordd
glEvalPoint1 = _GL__init__.glEvalPoint1
glEvalPoint2 = _GL__init__.glEvalPoint2
# evalPoint utility funcs
def glEvalPoint(*args):
'glEvalPoint(i[, j]) | glEvalPoint((i[, j])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glEvalPoint1(args[0])
elif len(args) == 2:
glEvalPoint2f(args[0], args[1])
else:
raise TypeError, 'glEvalPoint() takes 1 or 2 arguments (%d given)' % len(args)
glIndexd = _GL__init__.glIndexd
glIndexdv = _GL__init__.glIndexdv
glIndexf = _GL__init__.glIndexf
glIndexfv = _GL__init__.glIndexfv
glIndexi = _GL__init__.glIndexi
glIndexiv = _GL__init__.glIndexiv
glIndexs = _GL__init__.glIndexs
glIndexsv = _GL__init__.glIndexsv
glIndexub = _GL__init__.glIndexub
glIndexubv = _GL__init__.glIndexubv
glIndex = _GL__init__.glIndexd
glMaterialf = _GL__init__.glMaterialf
glMaterialfv = _GL__init__.glMaterialfv
glMateriali = _GL__init__.glMateriali
glMaterialiv = _GL__init__.glMaterialiv
glMaterial = _GL__init__.glMaterialfv
glNormal3b = _GL__init__.glNormal3b
glNormal3bv = _GL__init__.glNormal3bv
glNormal3d = _GL__init__.glNormal3d
glNormal3dv = _GL__init__.glNormal3dv
glNormal3f = _GL__init__.glNormal3f
glNormal3fv = _GL__init__.glNormal3fv
glNormal3i = _GL__init__.glNormal3i
glNormal3iv = _GL__init__.glNormal3iv
glNormal3s = _GL__init__.glNormal3s
glNormal3sv = _GL__init__.glNormal3sv
# normal utility funcs
def glNormalb(*args):
'glNormalb(nx, ny, nz) | glNormalb((nx, ny, nz)) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glNormal3bv(args)
elif len(args) == 4:
glNormal4bv(args)
else:
raise TypeError, 'glNormalb() takes 1 or 3 arguments (%d given)' % len(args)
def glNormals(*args):
'glNormals(nx, ny, nz) | glNormals((nx, ny, nz)) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glNormal3sv(args)
elif len(args) == 4:
glNormal4sv(args)
else:
raise TypeError, 'glNormals() takes 1 or 3 arguments (%d given)' % len(args)
def glNormali(*args):
'glNormali(nx, ny, nz) | glNormali((nx, ny, nz)) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glNormal3iv(args)
elif len(args) == 4:
glNormal4iv(args)
else:
raise TypeError, 'glNormali() takes 1 or 3 arguments (%d given)' % len(args)
def glNormalf(*args):
'glNormalf(nx, ny, nz) | glNormalf((nx, ny, nz)) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glNormal3fv(args)
elif len(args) == 4:
glNormal4fv(args)
else:
raise TypeError, 'glNormalf() takes 1 or 3 arguments (%d given)' % len(args)
def glNormald(*args):
'glNormald(nx, ny, nz) | glNormald((nx, ny, nz)) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 3:
glNormal3dv(args)
elif len(args) == 4:
glNormal4dv(args)
else:
raise TypeError, 'glNormald() takes 1 or 3 arguments (%d given)' % len(args)
glNormal = glNormald
glNormal3 = glNormald
glNormal4 = glNormald
glTexCoord1d = _GL__init__.glTexCoord1d
glTexCoord1dv = _GL__init__.glTexCoord1dv
glTexCoord1f = _GL__init__.glTexCoord1f
glTexCoord1fv = _GL__init__.glTexCoord1fv
glTexCoord1i = _GL__init__.glTexCoord1i
glTexCoord1iv = _GL__init__.glTexCoord1iv
glTexCoord1s = _GL__init__.glTexCoord1s
glTexCoord1sv = _GL__init__.glTexCoord1sv
glTexCoord2d = _GL__init__.glTexCoord2d
glTexCoord2dv = _GL__init__.glTexCoord2dv
glTexCoord2f = _GL__init__.glTexCoord2f
glTexCoord2fv = _GL__init__.glTexCoord2fv
glTexCoord2i = _GL__init__.glTexCoord2i
glTexCoord2iv = _GL__init__.glTexCoord2iv
glTexCoord2s = _GL__init__.glTexCoord2s
glTexCoord2sv = _GL__init__.glTexCoord2sv
glTexCoord3d = _GL__init__.glTexCoord3d
glTexCoord3dv = _GL__init__.glTexCoord3dv
glTexCoord3f = _GL__init__.glTexCoord3f
glTexCoord3fv = _GL__init__.glTexCoord3fv
glTexCoord3i = _GL__init__.glTexCoord3i
glTexCoord3iv = _GL__init__.glTexCoord3iv
glTexCoord3s = _GL__init__.glTexCoord3s
glTexCoord3sv = _GL__init__.glTexCoord3sv
glTexCoord4d = _GL__init__.glTexCoord4d
glTexCoord4dv = _GL__init__.glTexCoord4dv
glTexCoord4f = _GL__init__.glTexCoord4f
glTexCoord4fv = _GL__init__.glTexCoord4fv
glTexCoord4i = _GL__init__.glTexCoord4i
glTexCoord4iv = _GL__init__.glTexCoord4iv
glTexCoord4s = _GL__init__.glTexCoord4s
glTexCoord4sv = _GL__init__.glTexCoord4sv
# texCoord utility funcs
def glTexCoordb(*args):
'glTexCoordb(s[, t[, r[, q]]]) | glTexCoordb((s[, t[, r[, q]]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glTexCoord1b(args[0])
elif len(args) == 2:
glTexCoord2bv(args)
elif len(args) == 3:
glTexCoord3bv(args)
elif len(args) == 4:
glTexCoord4bv(args)
else:
raise TypeError, 'glTexCoordb() takes 1, 2, 3, or 4 arguments (%d given)' % len(args)
def glTexCoords(*args):
'glTexCoords(s[, t[, r[, q]]]) | glTexCoords((s[, t[, r[, q]]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glTexCoord1s(args[0])
elif len(args) == 2:
glTexCoord2sv(args)
elif len(args) == 3:
glTexCoord3sv(args)
elif len(args) == 4:
glTexCoord4sv(args)
else:
raise TypeError, 'glTexCoords() takes 1, 2, 3, or 4 arguments (%d given)' % len(args)
def glTexCoordi(*args):
'glTexCoordi(s[, t[, r[, q]]]) | glTexCoordi((s[, t[, r[, q]]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glTexCoord1i(args[0])
elif len(args) == 2:
glTexCoord2iv(args)
elif len(args) == 3:
glTexCoord3iv(args)
elif len(args) == 4:
glTexCoord4iv(args)
else:
raise TypeError, 'glTexCoordi() takes 1, 2, 3, or 4 arguments (%d given)' % len(args)
def glTexCoordf(*args):
'glTexCoordf(s[, t[, r[, q]]]) | glTexCoordf((s[, t[, r[, q]]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glTexCoord1f(args[0])
elif len(args) == 2:
glTexCoord2fv(args)
elif len(args) == 3:
glTexCoord3fv(args)
elif len(args) == 4:
glTexCoord4fv(args)
else:
raise TypeError, 'glTexCoordf() takes 1, 2, 3, or 4 arguments (%d given)' % len(args)
def glTexCoordd(*args):
'glTexCoordd(s[, t[, r[, q]]]) | glTexCoordd((s[, t[, r[, q]]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 1:
glTexCoord1d(args[0])
elif len(args) == 2:
glTexCoord2dv(args)
elif len(args) == 3:
glTexCoord3dv(args)
elif len(args) == 4:
glTexCoord4dv(args)
else:
raise TypeError, 'glTexCoordd() takes 1, 2, 3, or 4 arguments (%d given)' % len(args)
glTexCoord = glTexCoordd
glTexCoord1 = glTexCoordd
glTexCoord2 = glTexCoordd
glTexCoord3 = glTexCoordd
glTexCoord4 = glTexCoordd
glVertex2d = _GL__init__.glVertex2d
glVertex2dv = _GL__init__.glVertex2dv
glVertex2f = _GL__init__.glVertex2f
glVertex2fv = _GL__init__.glVertex2fv
glVertex2i = _GL__init__.glVertex2i
glVertex2iv = _GL__init__.glVertex2iv
glVertex2s = _GL__init__.glVertex2s
glVertex2sv = _GL__init__.glVertex2sv
glVertex3d = _GL__init__.glVertex3d
glVertex3dv = _GL__init__.glVertex3dv
glVertex3f = _GL__init__.glVertex3f
glVertex3fv = _GL__init__.glVertex3fv
glVertex3i = _GL__init__.glVertex3i
glVertex3iv = _GL__init__.glVertex3iv
glVertex3s = _GL__init__.glVertex3s
glVertex3sv = _GL__init__.glVertex3sv
glVertex4d = _GL__init__.glVertex4d
glVertex4dv = _GL__init__.glVertex4dv
glVertex4f = _GL__init__.glVertex4f
glVertex4fv = _GL__init__.glVertex4fv
glVertex4i = _GL__init__.glVertex4i
glVertex4iv = _GL__init__.glVertex4iv
glVertex4s = _GL__init__.glVertex4s
glVertex4sv = _GL__init__.glVertex4sv
# vertex utility funcs
def glVertexb(*args):
'glVertexb(x, y[, z[, w]]) | glVertexb((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glVertex2bv(args)
elif len(args) == 3:
glVertex3bv(args)
elif len(args) == 4:
glVertex4bv(args)
else:
raise TypeError, 'glVertexb() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glVertexs(*args):
'glVertexs(x, y[, z[, w]]) | glVertexs((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glVertex2sv(args)
elif len(args) == 3:
glVertex3sv(args)
elif len(args) == 4:
glVertex4sv(args)
else:
raise TypeError, 'glVertexs() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glVertexi(*args):
'glVertexi(x, y[, z[, w]]) | glVertexi((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glVertex2iv(args)
elif len(args) == 3:
glVertex3iv(args)
elif len(args) == 4:
glVertex4iv(args)
else:
raise TypeError, 'glVertexi() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glVertexf(*args):
'glVertexf(x, y[, z[, w]]) | glVertexf((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glVertex2fv(args)
elif len(args) == 3:
glVertex3fv(args)
elif len(args) == 4:
glVertex4fv(args)
else:
raise TypeError, 'glVertexf() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glVertexd(*args):
'glVertexd(x, y[, z[, w]]) | glVertexd((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glVertex2dv(args)
elif len(args) == 3:
glVertex3dv(args)
elif len(args) == 4:
glVertex4dv(args)
else:
raise TypeError, 'glVertexd() takes 2, 3, or 4 arguments (%d given)' % len(args)
glVertex = glVertexd
__has_extension = _GL__init__.__has_extension
glAccum = _GL__init__.glAccum
glAlphaFunc = _GL__init__.glAlphaFunc
glAreTexturesResident = _GL__init__.glAreTexturesResident
glBindTexture = _GL__init__.glBindTexture
glBitmap = _GL__init__.glBitmap
glBlendFunc = _GL__init__.glBlendFunc
glClear = _GL__init__.glClear
glClearAccum = _GL__init__.glClearAccum
glClearColor = _GL__init__.glClearColor
glClearDepth = _GL__init__.glClearDepth
glClearIndex = _GL__init__.glClearIndex
glClearStencil = _GL__init__.glClearStencil
glClipPlane = _GL__init__.glClipPlane
glColorMask = _GL__init__.glColorMask
glColorMaterial = _GL__init__.glColorMaterial
glColorPointer = _GL__init__.glColorPointer
glColorPointerub = _GL__init__.glColorPointerub
glColorPointerb = _GL__init__.glColorPointerb
glColorPointerus = _GL__init__.glColorPointerus
glColorPointers = _GL__init__.glColorPointers
glColorPointerui = _GL__init__.glColorPointerui
glColorPointeri = _GL__init__.glColorPointeri
glColorPointerf = _GL__init__.glColorPointerf
glColorPointerd = _GL__init__.glColorPointerd
glCopyPixels = _GL__init__.glCopyPixels
glCopyTexImage1D = _GL__init__.glCopyTexImage1D
glCopyTexImage2D = _GL__init__.glCopyTexImage2D
glCopyTexSubImage1D = _GL__init__.glCopyTexSubImage1D
glCopyTexSubImage2D = _GL__init__.glCopyTexSubImage2D
glCullFace = _GL__init__.glCullFace
glDeleteLists = _GL__init__.glDeleteLists
glDeleteTextures = _GL__init__.glDeleteTextures
glDepthFunc = _GL__init__.glDepthFunc
glDepthMask = _GL__init__.glDepthMask
glDepthRange = _GL__init__.glDepthRange
glDisable = _GL__init__.glDisable
glDisableClientState = _GL__init__.glDisableClientState
glDrawArrays = _GL__init__.glDrawArrays
glDrawBuffer = _GL__init__.glDrawBuffer
glDrawElements = _GL__init__.glDrawElements
glDrawElementsub = _GL__init__.glDrawElementsub
glDrawElementsus = _GL__init__.glDrawElementsus
glDrawElementsui = _GL__init__.glDrawElementsui
glDrawPixels = _GL__init__.glDrawPixels
glDrawPixelsub = _GL__init__.glDrawPixelsub
glDrawPixelsb = _GL__init__.glDrawPixelsb
glDrawPixelsus = _GL__init__.glDrawPixelsus
glDrawPixelss = _GL__init__.glDrawPixelss
glDrawPixelsui = _GL__init__.glDrawPixelsui
glDrawPixelsi = _GL__init__.glDrawPixelsi
glDrawPixelsf = _GL__init__.glDrawPixelsf
glEdgeFlagPointer = _GL__init__.glEdgeFlagPointer
glEdgeFlagPointerb = _GL__init__.glEdgeFlagPointerb
glEnable = _GL__init__.glEnable
glEnableClientState = _GL__init__.glEnableClientState
glEnd = _GL__init__.glEnd
glEndList = _GL__init__.glEndList
glEvalMesh1 = _GL__init__.glEvalMesh1
glEvalMesh2 = _GL__init__.glEvalMesh2
glFeedbackBuffer = _GL__init__.glFeedbackBuffer
glFinish = _GL__init__.glFinish
glFlush = _GL__init__.glFlush
glFogf = _GL__init__.glFogf
glFogfv = _GL__init__.glFogfv
glFogi = _GL__init__.glFogi
glFogiv = _GL__init__.glFogiv
glFog = _GL__init__.glFogfv
glFrontFace = _GL__init__.glFrontFace
glFrustum = _GL__init__.glFrustum
glGenLists = _GL__init__.glGenLists
glGenTextures = _GL__init__.glGenTextures
glGetBooleanv = _GL__init__.glGetBooleanv
glGetBoolean = _GL__init__.glGetBooleanv
glGetClipPlane = _GL__init__.glGetClipPlane
glGetDoublev = _GL__init__.glGetDoublev
glGetDouble = _GL__init__.glGetDoublev
glGetFloatv = _GL__init__.glGetFloatv
glGetFloat = _GL__init__.glGetFloatv
glGetIntegerv = _GL__init__.glGetIntegerv
glGetInteger = _GL__init__.glGetIntegerv
glGetLightfv = _GL__init__.glGetLightfv
glGetLightiv = _GL__init__.glGetLightiv
glGetMapdv = _GL__init__.glGetMapdv
glGetMapfv = _GL__init__.glGetMapfv
glGetMapiv = _GL__init__.glGetMapiv
glGetMaterialfv = _GL__init__.glGetMaterialfv
glGetMaterialiv = _GL__init__.glGetMaterialiv
glGetPixelMapfv = _GL__init__.glGetPixelMapfv
glGetPixelMapuiv = _GL__init__.glGetPixelMapuiv
glGetPixelMapusv = _GL__init__.glGetPixelMapusv
glGetPolygonStipple = _GL__init__.glGetPolygonStipple
glGetPolygonStippleub = _GL__init__.glGetPolygonStippleub
glGetString = _GL__init__.glGetString
glGetTexEnvfv = _GL__init__.glGetTexEnvfv
glGetTexEnviv = _GL__init__.glGetTexEnviv
glGetTexGendv = _GL__init__.glGetTexGendv
glGetTexGenfv = _GL__init__.glGetTexGenfv
glGetTexGeniv = _GL__init__.glGetTexGeniv
glGetTexImage = _GL__init__.glGetTexImage
glGetTexImageub = _GL__init__.glGetTexImageub
glGetTexImageb = _GL__init__.glGetTexImageb
glGetTexImageus = _GL__init__.glGetTexImageus
glGetTexImages = _GL__init__.glGetTexImages
glGetTexImageui = _GL__init__.glGetTexImageui
glGetTexImagei = _GL__init__.glGetTexImagei
glGetTexImagef = _GL__init__.glGetTexImagef
glGetTexImaged = _GL__init__.glGetTexImaged
glGetTexLevelParameterfv = _GL__init__.glGetTexLevelParameterfv
glGetTexLevelParameteriv = _GL__init__.glGetTexLevelParameteriv
glGetTexParameterfv = _GL__init__.glGetTexParameterfv
glGetTexParameteriv = _GL__init__.glGetTexParameteriv
glHint = _GL__init__.glHint
glIndexMask = _GL__init__.glIndexMask
glIndexPointer = _GL__init__.glIndexPointer
glIndexPointerub = _GL__init__.glIndexPointerub
glIndexPointerb = _GL__init__.glIndexPointerb
glIndexPointers = _GL__init__.glIndexPointers
glIndexPointeri = _GL__init__.glIndexPointeri
glIndexPointerf = _GL__init__.glIndexPointerf
glIndexPointerd = _GL__init__.glIndexPointerd
glInitNames = _GL__init__.glInitNames
glInterleavedArrays = _GL__init__.glInterleavedArrays
glIsEnabled = _GL__init__.glIsEnabled
glIsList = _GL__init__.glIsList
glIsTexture = _GL__init__.glIsTexture
glLightModelf = _GL__init__.glLightModelf
glLightModelfv = _GL__init__.glLightModelfv
glLightModeli = _GL__init__.glLightModeli
glLightModeliv = _GL__init__.glLightModeliv
glLightModel = _GL__init__.glLightModelfv
glLightf = _GL__init__.glLightf
glLightfv = _GL__init__.glLightfv
glLighti = _GL__init__.glLighti
glLightiv = _GL__init__.glLightiv
glLight = _GL__init__.glLightfv
glLineStipple = _GL__init__.glLineStipple
glLineWidth = _GL__init__.glLineWidth
glListBase = _GL__init__.glListBase
glLoadIdentity = _GL__init__.glLoadIdentity
glLoadMatrixd = _GL__init__.glLoadMatrixd
glLoadMatrixf = _GL__init__.glLoadMatrixf
glLoadName = _GL__init__.glLoadName
glLogicOp = _GL__init__.glLogicOp
glMap1d = _GL__init__.glMap1d
glMap1f = _GL__init__.glMap1f
glMap2d = _GL__init__.glMap2d
glMap2f = _GL__init__.glMap2f
glMapGrid1d = _GL__init__.glMapGrid1d
glMapGrid1f = _GL__init__.glMapGrid1f
glMapGrid2d = _GL__init__.glMapGrid2d
glMapGrid2f = _GL__init__.glMapGrid2f
glMatrixMode = _GL__init__.glMatrixMode
glMultMatrixd = _GL__init__.glMultMatrixd
glMultMatrixf = _GL__init__.glMultMatrixf
glNewList = _GL__init__.glNewList
glNormalPointer = _GL__init__.glNormalPointer
glNormalPointerb = _GL__init__.glNormalPointerb
glNormalPointers = _GL__init__.glNormalPointers
glNormalPointeri = _GL__init__.glNormalPointeri
glNormalPointerf = _GL__init__.glNormalPointerf
glNormalPointerd = _GL__init__.glNormalPointerd
glOrtho = _GL__init__.glOrtho
glPassThrough = _GL__init__.glPassThrough
glPixelMapfv = _GL__init__.glPixelMapfv
glPixelMapuiv = _GL__init__.glPixelMapuiv
glPixelMapusv = _GL__init__.glPixelMapusv
glPixelStoref = _GL__init__.glPixelStoref
glPixelStorei = _GL__init__.glPixelStorei
glPixelTransferf = _GL__init__.glPixelTransferf
glPixelTransferi = _GL__init__.glPixelTransferi
glPixelZoom = _GL__init__.glPixelZoom
glPointSize = _GL__init__.glPointSize
glPolygonMode = _GL__init__.glPolygonMode
glPolygonOffset = _GL__init__.glPolygonOffset
glPolygonStipple = _GL__init__.glPolygonStipple
glPolygonStippleub = _GL__init__.glPolygonStippleub
glPopAttrib = _GL__init__.glPopAttrib
glPopClientAttrib = _GL__init__.glPopClientAttrib
glPopMatrix = _GL__init__.glPopMatrix
glPopName = _GL__init__.glPopName
glPrioritizeTextures = _GL__init__.glPrioritizeTextures
glPushAttrib = _GL__init__.glPushAttrib
glPushClientAttrib = _GL__init__.glPushClientAttrib
glPushMatrix = _GL__init__.glPushMatrix
glPushName = _GL__init__.glPushName
glRasterPos2d = _GL__init__.glRasterPos2d
glRasterPos2dv = _GL__init__.glRasterPos2dv
glRasterPos2f = _GL__init__.glRasterPos2f
glRasterPos2fv = _GL__init__.glRasterPos2fv
glRasterPos2i = _GL__init__.glRasterPos2i
glRasterPos2iv = _GL__init__.glRasterPos2iv
glRasterPos2s = _GL__init__.glRasterPos2s
glRasterPos2sv = _GL__init__.glRasterPos2sv
glRasterPos3d = _GL__init__.glRasterPos3d
glRasterPos3dv = _GL__init__.glRasterPos3dv
glRasterPos3f = _GL__init__.glRasterPos3f
glRasterPos3fv = _GL__init__.glRasterPos3fv
glRasterPos3i = _GL__init__.glRasterPos3i
glRasterPos3iv = _GL__init__.glRasterPos3iv
glRasterPos3s = _GL__init__.glRasterPos3s
glRasterPos3sv = _GL__init__.glRasterPos3sv
glRasterPos4d = _GL__init__.glRasterPos4d
glRasterPos4dv = _GL__init__.glRasterPos4dv
glRasterPos4f = _GL__init__.glRasterPos4f
glRasterPos4fv = _GL__init__.glRasterPos4fv
glRasterPos4i = _GL__init__.glRasterPos4i
glRasterPos4iv = _GL__init__.glRasterPos4iv
glRasterPos4s = _GL__init__.glRasterPos4s
glRasterPos4sv = _GL__init__.glRasterPos4sv
# rasterPos utility funcs
def glRasterPoss(*args):
'glRasterPoss(x, y[, z[, w]]) | glRasterPoss((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glRasterPos2sv(args)
elif len(args) == 3:
glRasterPos3sv(args)
elif len(args) == 4:
glRasterPos4sv(args)
else:
raise TypeError, 'glRasterPoss() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glRasterPosi(*args):
'glRasterPosi(x, y[, z[, w]]) | glRasterPosi((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glRasterPos2iv(args)
elif len(args) == 3:
glRasterPos3iv(args)
elif len(args) == 4:
glRasterPos4iv(args)
else:
raise TypeError, 'glRasterPosi() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glRasterPosf(*args):
'glRasterPosf(x, y[, z[, w]]) | glRasterPosf((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glRasterPos2fv(args)
elif len(args) == 3:
glRasterPos3fv(args)
elif len(args) == 4:
glRasterPos4fv(args)
else:
raise TypeError, 'glRasterPosf() takes 2, 3, or 4 arguments (%d given)' % len(args)
def glRasterPosd(*args):
'glRasterPosd(x, y[, z[, w]]) | glRasterPosd((x, y[, z[, w]])) -> None'
if len(args) == 1 and isSequenceType(args[0]):
args = args[0]
if len(args) == 2:
glRasterPos2dv(args)
elif len(args) == 3:
glRasterPos3dv(args)
elif len(args) == 4:
glRasterPos4dv(args)
else:
raise TypeError, 'glRasterPosd() takes 2, 3, or 4 arguments (%d given)' % len(args)
glRasterPos = glRasterPosd
glRasterPos2 = glRasterPosd
glRasterPos3 = glRasterPosd
glRasterPos4 = glRasterPosd
glReadBuffer = _GL__init__.glReadBuffer
glReadPixels = _GL__init__.glReadPixels
glReadPixelsub = _GL__init__.glReadPixelsub
glReadPixelsb = _GL__init__.glReadPixelsb
glReadPixelsus = _GL__init__.glReadPixelsus
glReadPixelss = _GL__init__.glReadPixelss
glReadPixelsui = _GL__init__.glReadPixelsui
glReadPixelsi = _GL__init__.glReadPixelsi
glReadPixelsf = _GL__init__.glReadPixelsf
glReadPixelsd = _GL__init__.glReadPixelsd
glRectd = _GL__init__.glRectd
glRectdv = _GL__init__.glRectdv
glRectf = _GL__init__.glRectf
glRectfv = _GL__init__.glRectfv
glRecti = _GL__init__.glRecti
glRectiv = _GL__init__.glRectiv
glRects = _GL__init__.glRects
glRectsv = _GL__init__.glRectsv
glRenderMode = _GL__init__.glRenderMode
glRotated = _GL__init__.glRotated
glRotatef = _GL__init__.glRotatef
glRotate = _GL__init__.glRotated
glScaled = _GL__init__.glScaled
glScalef = _GL__init__.glScalef
glScale = _GL__init__.glScaled
glScissor = _GL__init__.glScissor
glSelectBuffer = _GL__init__.glSelectBuffer
# glSelectWithCallback utility
def glSelectWithCallback(x, y, callback, xsize = 5, ysize = 5, buffer_size = 512):
'''glSelectWithCallback(int x, int y, Callable callback, int xsize=5, int ysize=5)
x,y -- x and y window coordinates for the center of the pick box
rendercallback -- callback (callable Python object) taking 0 arguments
which performs pick-mode rendering
xsize,ysize -- x and y dimensions of the pick box (default = 5x5)
The function returns a tuple (possibly empty) of:
( (minimumzdepth, maximumzdepth, (name, name, name),...)
minimumzdepth, maximumzdepth -- depths in integer format
If you want the more traditional 0.0 to 1.0 numbers, divide
by (2**32)-1
If you want the physical depth, multiply that by the frustrum depth and
add your near clipping plane.
name -- the names (integers) used in calls to glPushName( int )'''
# this import needs to be late binding or Python gets stuck in an infinite import loop
from OpenGL.GLU import gluPickMatrix
viewport = glGetIntegerv(GL_VIEWPORT)
glSelectBuffer(buffer_size)
glRenderMode(GL_SELECT)
glInitNames()
glMatrixMode(GL_PROJECTION)
previousviewmatrix = glGetDoublev(GL_PROJECTION_MATRIX)
glLoadIdentity()
gluPickMatrix(x, viewport[3] - y, xsize, ysize, viewport)
glMultMatrixd(previousviewmatrix)
callback()
glFlush()
glMatrixMode(GL_PROJECTION)
glLoadMatrixd(previousviewmatrix)
return glRenderMode(GL_RENDER)
glShadeModel = _GL__init__.glShadeModel
glStencilFunc = _GL__init__.glStencilFunc
glStencilMask = _GL__init__.glStencilMask
glStencilOp = _GL__init__.glStencilOp
glTexCoordPointer = _GL__init__.glTexCoordPointer
glTexCoordPointerb = _GL__init__.glTexCoordPointerb
glTexCoordPointers = _GL__init__.glTexCoordPointers
glTexCoordPointeri = _GL__init__.glTexCoordPointeri
glTexCoordPointerf = _GL__init__.glTexCoordPointerf
glTexCoordPointerd = _GL__init__.glTexCoordPointerd
glTexEnvf = _GL__init__.glTexEnvf
glTexEnvfv = _GL__init__.glTexEnvfv
glTexEnvi = _GL__init__.glTexEnvi
glTexEnviv = _GL__init__.glTexEnviv
glTexGend = _GL__init__.glTexGend
glTexGendv = _GL__init__.glTexGendv
glTexGenf = _GL__init__.glTexGenf
glTexGenfv = _GL__init__.glTexGenfv
glTexGeni = _GL__init__.glTexGeni
glTexGeniv = _GL__init__.glTexGeniv
glTexGen = _GL__init__.glTexGendv
glTexImage1D = _GL__init__.glTexImage1D
glTexImage1Dub = _GL__init__.glTexImage1Dub
glTexImage1Db = _GL__init__.glTexImage1Db
glTexImage1Dus = _GL__init__.glTexImage1Dus
glTexImage1Ds = _GL__init__.glTexImage1Ds
glTexImage1Dui = _GL__init__.glTexImage1Dui
glTexImage1Di = _GL__init__.glTexImage1Di
glTexImage1Df = _GL__init__.glTexImage1Df
glTexImage2D = _GL__init__.glTexImage2D
glTexImage2Dub = _GL__init__.glTexImage2Dub
glTexImage2Db = _GL__init__.glTexImage2Db
glTexImage2Dus = _GL__init__.glTexImage2Dus
glTexImage2Ds = _GL__init__.glTexImage2Ds
glTexImage2Dui = _GL__init__.glTexImage2Dui
glTexImage2Di = _GL__init__.glTexImage2Di
glTexImage2Df = _GL__init__.glTexImage2Df
glTexParameterf = _GL__init__.glTexParameterf
glTexParameterfv = _GL__init__.glTexParameterfv
glTexParameteri = _GL__init__.glTexParameteri
glTexParameteriv = _GL__init__.glTexParameteriv
glTexParameter = _GL__init__.glTexParameterfv
glTexSubImage1D = _GL__init__.glTexSubImage1D
glTexSubImage1Dub = _GL__init__.glTexSubImage1Dub
glTexSubImage1Db = _GL__init__.glTexSubImage1Db
glTexSubImage1Dus = _GL__init__.glTexSubImage1Dus
glTexSubImage1Ds = _GL__init__.glTexSubImage1Ds
glTexSubImage1Dui = _GL__init__.glTexSubImage1Dui
glTexSubImage1Di = _GL__init__.glTexSubImage1Di
glTexSubImage1Df = _GL__init__.glTexSubImage1Df
glTexSubImage2D = _GL__init__.glTexSubImage2D
glTexSubImage2Dub = _GL__init__.glTexSubImage2Dub
glTexSubImage2Db = _GL__init__.glTexSubImage2Db
glTexSubImage2Dus = _GL__init__.glTexSubImage2Dus
glTexSubImage2Ds = _GL__init__.glTexSubImage2Ds
glTexSubImage2Dui = _GL__init__.glTexSubImage2Dui
glTexSubImage2Di = _GL__init__.glTexSubImage2Di
glTexSubImage2Df = _GL__init__.glTexSubImage2Df
glTranslated = _GL__init__.glTranslated
glTranslatef = _GL__init__.glTranslatef
glTranslate = _GL__init__.glTranslated
glVertexPointer = _GL__init__.glVertexPointer
glVertexPointerb = _GL__init__.glVertexPointerb
glVertexPointers = _GL__init__.glVertexPointers
glVertexPointeri = _GL__init__.glVertexPointeri
glVertexPointerf = _GL__init__.glVertexPointerf
glVertexPointerd = _GL__init__.glVertexPointerd
glViewport = _GL__init__.glViewport
GL_VERSION_1_1 = _GL__init__.GL_VERSION_1_1
GL_ACCUM = _GL__init__.GL_ACCUM
GL_LOAD = _GL__init__.GL_LOAD
GL_RETURN = _GL__init__.GL_RETURN
GL_MULT = _GL__init__.GL_MULT
GL_ADD = _GL__init__.GL_ADD
GL_NEVER = _GL__init__.GL_NEVER
GL_LESS = _GL__init__.GL_LESS
GL_EQUAL = _GL__init__.GL_EQUAL
GL_LEQUAL = _GL__init__.GL_LEQUAL
GL_GREATER = _GL__init__.GL_GREATER
GL_NOTEQUAL = _GL__init__.GL_NOTEQUAL
GL_GEQUAL = _GL__init__.GL_GEQUAL
GL_ALWAYS = _GL__init__.GL_ALWAYS
GL_CURRENT_BIT = _GL__init__.GL_CURRENT_BIT
GL_POINT_BIT = _GL__init__.GL_POINT_BIT
GL_LINE_BIT = _GL__init__.GL_LINE_BIT
GL_POLYGON_BIT = _GL__init__.GL_POLYGON_BIT
GL_POLYGON_STIPPLE_BIT = _GL__init__.GL_POLYGON_STIPPLE_BIT
GL_PIXEL_MODE_BIT = _GL__init__.GL_PIXEL_MODE_BIT
GL_LIGHTING_BIT = _GL__init__.GL_LIGHTING_BIT
GL_FOG_BIT = _GL__init__.GL_FOG_BIT
GL_DEPTH_BUFFER_BIT = _GL__init__.GL_DEPTH_BUFFER_BIT
GL_ACCUM_BUFFER_BIT = _GL__init__.GL_ACCUM_BUFFER_BIT
GL_STENCIL_BUFFER_BIT = _GL__init__.GL_STENCIL_BUFFER_BIT
GL_VIEWPORT_BIT = _GL__init__.GL_VIEWPORT_BIT
GL_TRANSFORM_BIT = _GL__init__.GL_TRANSFORM_BIT
GL_ENABLE_BIT = _GL__init__.GL_ENABLE_BIT
GL_COLOR_BUFFER_BIT = _GL__init__.GL_COLOR_BUFFER_BIT
GL_HINT_BIT = _GL__init__.GL_HINT_BIT
GL_EVAL_BIT = _GL__init__.GL_EVAL_BIT
GL_LIST_BIT = _GL__init__.GL_LIST_BIT
GL_TEXTURE_BIT = _GL__init__.GL_TEXTURE_BIT
GL_SCISSOR_BIT = _GL__init__.GL_SCISSOR_BIT
GL_ALL_ATTRIB_BITS = _GL__init__.GL_ALL_ATTRIB_BITS
GL_POINTS = _GL__init__.GL_POINTS
GL_LINES = _GL__init__.GL_LINES
GL_LINE_LOOP = _GL__init__.GL_LINE_LOOP
GL_LINE_STRIP = _GL__init__.GL_LINE_STRIP
GL_TRIANGLES = _GL__init__.GL_TRIANGLES
GL_TRIANGLE_STRIP = _GL__init__.GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN = _GL__init__.GL_TRIANGLE_FAN
GL_QUADS = _GL__init__.GL_QUADS
GL_QUAD_STRIP = _GL__init__.GL_QUAD_STRIP
GL_POLYGON = _GL__init__.GL_POLYGON
GL_ZERO = _GL__init__.GL_ZERO
GL_ONE = _GL__init__.GL_ONE
GL_SRC_COLOR = _GL__init__.GL_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR = _GL__init__.GL_ONE_MINUS_SRC_COLOR
GL_SRC_ALPHA = _GL__init__.GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA = _GL__init__.GL_ONE_MINUS_SRC_ALPHA
GL_DST_ALPHA = _GL__init__.GL_DST_ALPHA
GL_ONE_MINUS_DST_ALPHA = _GL__init__.GL_ONE_MINUS_DST_ALPHA
GL_DST_COLOR = _GL__init__.GL_DST_COLOR
GL_ONE_MINUS_DST_COLOR = _GL__init__.GL_ONE_MINUS_DST_COLOR
GL_SRC_ALPHA_SATURATE = _GL__init__.GL_SRC_ALPHA_SATURATE
GL_TRUE = _GL__init__.GL_TRUE
GL_FALSE = _GL__init__.GL_FALSE
GL_CLIP_PLANE0 = _GL__init__.GL_CLIP_PLANE0
GL_CLIP_PLANE1 = _GL__init__.GL_CLIP_PLANE1
GL_CLIP_PLANE2 = _GL__init__.GL_CLIP_PLANE2
GL_CLIP_PLANE3 = _GL__init__.GL_CLIP_PLANE3
GL_CLIP_PLANE4 = _GL__init__.GL_CLIP_PLANE4
GL_CLIP_PLANE5 = _GL__init__.GL_CLIP_PLANE5
GL_BYTE = _GL__init__.GL_BYTE
GL_UNSIGNED_BYTE = _GL__init__.GL_UNSIGNED_BYTE
GL_SHORT = _GL__init__.GL_SHORT
GL_UNSIGNED_SHORT = _GL__init__.GL_UNSIGNED_SHORT
GL_INT = _GL__init__.GL_INT
GL_UNSIGNED_INT = _GL__init__.GL_UNSIGNED_INT
GL_FLOAT = _GL__init__.GL_FLOAT
GL_2_BYTES = _GL__init__.GL_2_BYTES
GL_3_BYTES = _GL__init__.GL_3_BYTES
GL_4_BYTES = _GL__init__.GL_4_BYTES
GL_DOUBLE = _GL__init__.GL_DOUBLE
GL_NONE = _GL__init__.GL_NONE
GL_FRONT_LEFT = _GL__init__.GL_FRONT_LEFT
GL_FRONT_RIGHT = _GL__init__.GL_FRONT_RIGHT
GL_BACK_LEFT = _GL__init__.GL_BACK_LEFT
GL_BACK_RIGHT = _GL__init__.GL_BACK_RIGHT
GL_FRONT = _GL__init__.GL_FRONT
GL_BACK = _GL__init__.GL_BACK
GL_LEFT = _GL__init__.GL_LEFT
GL_RIGHT = _GL__init__.GL_RIGHT
GL_FRONT_AND_BACK = _GL__init__.GL_FRONT_AND_BACK
GL_AUX0 = _GL__init__.GL_AUX0
GL_AUX1 = _GL__init__.GL_AUX1
GL_AUX2 = _GL__init__.GL_AUX2
GL_AUX3 = _GL__init__.GL_AUX3
GL_NO_ERROR = _GL__init__.GL_NO_ERROR
GL_INVALID_ENUM = _GL__init__.GL_INVALID_ENUM
GL_INVALID_VALUE = _GL__init__.GL_INVALID_VALUE
GL_INVALID_OPERATION = _GL__init__.GL_INVALID_OPERATION
GL_STACK_OVERFLOW = _GL__init__.GL_STACK_OVERFLOW
GL_STACK_UNDERFLOW = _GL__init__.GL_STACK_UNDERFLOW
GL_OUT_OF_MEMORY = _GL__init__.GL_OUT_OF_MEMORY
GL_2D = _GL__init__.GL_2D
GL_3D = _GL__init__.GL_3D
GL_3D_COLOR = _GL__init__.GL_3D_COLOR
GL_3D_COLOR_TEXTURE = _GL__init__.GL_3D_COLOR_TEXTURE
GL_4D_COLOR_TEXTURE = _GL__init__.GL_4D_COLOR_TEXTURE
GL_PASS_THROUGH_TOKEN = _GL__init__.GL_PASS_THROUGH_TOKEN
GL_POINT_TOKEN = _GL__init__.GL_POINT_TOKEN
GL_LINE_TOKEN = _GL__init__.GL_LINE_TOKEN
GL_POLYGON_TOKEN = _GL__init__.GL_POLYGON_TOKEN
GL_BITMAP_TOKEN = _GL__init__.GL_BITMAP_TOKEN
GL_DRAW_PIXEL_TOKEN = _GL__init__.GL_DRAW_PIXEL_TOKEN
GL_COPY_PIXEL_TOKEN = _GL__init__.GL_COPY_PIXEL_TOKEN
GL_LINE_RESET_TOKEN = _GL__init__.GL_LINE_RESET_TOKEN
GL_EXP = _GL__init__.GL_EXP
GL_EXP2 = _GL__init__.GL_EXP2
GL_CW = _GL__init__.GL_CW
GL_CCW = _GL__init__.GL_CCW
GL_COEFF = _GL__init__.GL_COEFF
GL_ORDER = _GL__init__.GL_ORDER
GL_DOMAIN = _GL__init__.GL_DOMAIN
GL_CURRENT_COLOR = _GL__init__.GL_CURRENT_COLOR
GL_CURRENT_INDEX = _GL__init__.GL_CURRENT_INDEX
GL_CURRENT_NORMAL = _GL__init__.GL_CURRENT_NORMAL
GL_CURRENT_TEXTURE_COORDS = _GL__init__.GL_CURRENT_TEXTURE_COORDS
GL_CURRENT_RASTER_COLOR = _GL__init__.GL_CURRENT_RASTER_COLOR
GL_CURRENT_RASTER_INDEX = _GL__init__.GL_CURRENT_RASTER_INDEX
GL_CURRENT_RASTER_TEXTURE_COORDS = _GL__init__.GL_CURRENT_RASTER_TEXTURE_COORDS
GL_CURRENT_RASTER_POSITION = _GL__init__.GL_CURRENT_RASTER_POSITION
GL_CURRENT_RASTER_POSITION_VALID = _GL__init__.GL_CURRENT_RASTER_POSITION_VALID
GL_CURRENT_RASTER_DISTANCE = _GL__init__.GL_CURRENT_RASTER_DISTANCE
GL_POINT_SMOOTH = _GL__init__.GL_POINT_SMOOTH
GL_POINT_SIZE = _GL__init__.GL_POINT_SIZE
GL_POINT_SIZE_RANGE = _GL__init__.GL_POINT_SIZE_RANGE
GL_POINT_SIZE_GRANULARITY = _GL__init__.GL_POINT_SIZE_GRANULARITY
GL_LINE_SMOOTH = _GL__init__.GL_LINE_SMOOTH
GL_LINE_WIDTH = _GL__init__.GL_LINE_WIDTH
GL_LINE_WIDTH_RANGE = _GL__init__.GL_LINE_WIDTH_RANGE
GL_LINE_WIDTH_GRANULARITY = _GL__init__.GL_LINE_WIDTH_GRANULARITY
GL_LINE_STIPPLE = _GL__init__.GL_LINE_STIPPLE
GL_LINE_STIPPLE_PATTERN = _GL__init__.GL_LINE_STIPPLE_PATTERN
GL_LINE_STIPPLE_REPEAT = _GL__init__.GL_LINE_STIPPLE_REPEAT
GL_LIST_MODE = _GL__init__.GL_LIST_MODE
GL_MAX_LIST_NESTING = _GL__init__.GL_MAX_LIST_NESTING
GL_LIST_BASE = _GL__init__.GL_LIST_BASE
GL_LIST_INDEX = _GL__init__.GL_LIST_INDEX
GL_POLYGON_MODE = _GL__init__.GL_POLYGON_MODE
GL_POLYGON_SMOOTH = _GL__init__.GL_POLYGON_SMOOTH
GL_POLYGON_STIPPLE = _GL__init__.GL_POLYGON_STIPPLE
GL_EDGE_FLAG = _GL__init__.GL_EDGE_FLAG
GL_CULL_FACE = _GL__init__.GL_CULL_FACE
GL_CULL_FACE_MODE = _GL__init__.GL_CULL_FACE_MODE
GL_FRONT_FACE = _GL__init__.GL_FRONT_FACE
GL_LIGHTING = _GL__init__.GL_LIGHTING
GL_LIGHT_MODEL_LOCAL_VIEWER = _GL__init__.GL_LIGHT_MODEL_LOCAL_VIEWER
GL_LIGHT_MODEL_TWO_SIDE = _GL__init__.GL_LIGHT_MODEL_TWO_SIDE
GL_LIGHT_MODEL_AMBIENT = _GL__init__.GL_LIGHT_MODEL_AMBIENT
GL_SHADE_MODEL = _GL__init__.GL_SHADE_MODEL
GL_COLOR_MATERIAL_FACE = _GL__init__.GL_COLOR_MATERIAL_FACE
GL_COLOR_MATERIAL_PARAMETER = _GL__init__.GL_COLOR_MATERIAL_PARAMETER
GL_COLOR_MATERIAL = _GL__init__.GL_COLOR_MATERIAL
GL_FOG = _GL__init__.GL_FOG
GL_FOG_INDEX = _GL__init__.GL_FOG_INDEX
GL_FOG_DENSITY = _GL__init__.GL_FOG_DENSITY
GL_FOG_START = _GL__init__.GL_FOG_START
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GL_NORMAL_ARRAY_POINTER = _GL__init__.GL_NORMAL_ARRAY_POINTER
GL_COLOR_ARRAY_POINTER = _GL__init__.GL_COLOR_ARRAY_POINTER
GL_INDEX_ARRAY_POINTER = _GL__init__.GL_INDEX_ARRAY_POINTER
GL_TEXTURE_COORD_ARRAY_POINTER = _GL__init__.GL_TEXTURE_COORD_ARRAY_POINTER
GL_EDGE_FLAG_ARRAY_POINTER = _GL__init__.GL_EDGE_FLAG_ARRAY_POINTER
GL_V2F = _GL__init__.GL_V2F
GL_V3F = _GL__init__.GL_V3F
GL_C4UB_V2F = _GL__init__.GL_C4UB_V2F
GL_C4UB_V3F = _GL__init__.GL_C4UB_V3F
GL_C3F_V3F = _GL__init__.GL_C3F_V3F
GL_N3F_V3F = _GL__init__.GL_N3F_V3F
GL_C4F_N3F_V3F = _GL__init__.GL_C4F_N3F_V3F
GL_T2F_V3F = _GL__init__.GL_T2F_V3F
GL_T4F_V4F = _GL__init__.GL_T4F_V4F
GL_T2F_C4UB_V3F = _GL__init__.GL_T2F_C4UB_V3F
GL_T2F_C3F_V3F = _GL__init__.GL_T2F_C3F_V3F
GL_T2F_N3F_V3F = _GL__init__.GL_T2F_N3F_V3F
GL_T2F_C4F_N3F_V3F = _GL__init__.GL_T2F_C4F_N3F_V3F
GL_T4F_C4F_N3F_V4F = _GL__init__.GL_T4F_C4F_N3F_V4F
GL_LOGIC_OP = _GL__init__.GL_LOGIC_OP
GL_TEXTURE_COMPONENTS = _GL__init__.GL_TEXTURE_COMPONENTS
def __info():
import string
return [('GL_VERSION', GL_VERSION, 'sg'),
('GL_VENDOR', GL_VENDOR, 'sg'),
('GL_RENDERER', GL_RENDERER, 'sg'),
('GL_EXTENSIONS', GL_EXTENSIONS, 'eg'),
('GL_MAX_CLIENT_ATTRIB_STACK_DEPTH', GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, 'i'),
('GL_MAX_ATTRIB_STACK_DEPTH', GL_MAX_ATTRIB_STACK_DEPTH, 'i'),
('GL_MAX_CLIP_PLANES', GL_MAX_CLIP_PLANES, 'i'),
('GL_MAX_EVAL_ORDER', GL_MAX_EVAL_ORDER, 'i'),
('GL_MAX_LIGHTS', GL_MAX_LIGHTS, 'i'),
('GL_MAX_LIST_NESTING', GL_MAX_LIST_NESTING, 'i'),
('GL_MAX_MODELVIEW_STACK_DEPTH', GL_MAX_MODELVIEW_STACK_DEPTH, 'i'),
('GL_MAX_NAME_STACK_DEPTH', GL_MAX_NAME_STACK_DEPTH, 'i'),
('GL_MAX_PIXEL_MAP_TABLE', GL_MAX_PIXEL_MAP_TABLE, 'i'),
('GL_MAX_PROJECTION_STACK_DEPTH', GL_MAX_PROJECTION_STACK_DEPTH, 'i'),
('GL_MAX_TEXTURE_SIZE', GL_MAX_TEXTURE_SIZE, 'i'),
('GL_MAX_TEXTURE_STACK_DEPTH', GL_MAX_TEXTURE_STACK_DEPTH, 'i'),
('GL_MAX_VIEWPORT_DIMS', GL_MAX_VIEWPORT_DIMS, 'i')]
GLerror = _GL__init__.GLerror
__numeric_present__ = _GL__init__.__numeric_present__
__numeric_support__ = _GL__init__.__numeric_support__
try:
import Numeric
except ImportError:
def contiguous( source ):
"""Place-holder for contiguous-array function, just returns argument
This is only visible if Numeric Python is not installed
"""
return source
else:
def contiguous( source, typecode=None ):
"""Get contiguous array from source
source -- Numeric Python array (or compatible object)
for use as the data source. If this is not a contiguous
array of the given typecode, a copy will be made,
otherwise will just be returned unchanged.
typecode -- optional 1-character typecode specifier for
the Numeric.array function.
All gl*Pointer calls should use contiguous arrays, as non-
contiguous arrays will be re-copied on every rendering pass.
Although this doesn't raise an error, it does tend to slow
down rendering.
"""
if isinstance( source, Numeric.ArrayType):
if source.iscontiguous() and (typecode is None or typecode==source.typecode()):
return source
else:
return Numeric.array(source,typecode or source.typecode())
elif typecode:
return Numeric.array( source, typecode )
else:
return Numeric.array( source )
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