OpenGL.GL.ARB.shader_objects_new
index
/var/pylive/src/OpenGL-dev/OpenGL-ctypes/OpenGL/GL/ARB/shader_objects_new.py

OpenGL extension ARB.shader_objects
 
The official definition of this extension is available here:
        http://oss.sgi.com/projects/ogl-sample/registry/ARB/shader_objects.txt

 
Modules
       
OpenGL.arrays
OpenGL.constant
OpenGL.constants
ctypes
OpenGL.extensions
OpenGL.finalisewrappers
OpenGL.platform
OpenGL.wrapper

 
Functions
       
base_glShaderSourceARB = glShaderSourceARB(...)
glShaderSourceARB( GLhandleARB(shaderObj), GLsizei(count), POINTER(arrays.GLcharARBArray)(string), GLintArray(length) ) -> None
glAttachObjectARB(...)
glAttachObjectARB( GLhandleARB(containerObj), GLhandleARB(obj) ) -> None
glCompileShaderARB(...)
glCompileShaderARB( GLhandleARB(shaderObj) ) -> None
glCreateProgramObjectARB(...)
glCreateProgramObjectARB(  ) -> constants.GLhandleARB
glCreateShaderObjectARB(...)
glCreateShaderObjectARB( GLenum(shaderType) ) -> constants.GLhandleARB
glDeleteObjectARB(...)
glDeleteObjectARB( GLhandleARB(obj) ) -> None
glDetachObjectARB(...)
glDetachObjectARB( GLhandleARB(containerObj), GLhandleARB(attachedObj) ) -> None
glGetActiveUniformARB(...)
glGetActiveUniformARB( GLhandleARB(programObj), GLuint(index), GLsizei(maxLength), GLsizeiArray(length), GLintArray(size), GLuintArray(type), GLcharARBArray(name) ) -> None
glGetAttachedObjectsARB(...)
glGetAttachedObjectsARB( GLhandleARB(containerObj), GLsizei(maxCount), GLsizeiArray(count), GLuintArray(obj) ) -> None
glGetHandleARB(...)
glGetHandleARB( GLenum(pname) ) -> constants.GLhandleARB
glGetInfoLogARB(...)
glGetInfoLogARB( GLhandleARB(obj), GLsizei(maxLength), GLsizeiArray(length), GLcharARBArray(infoLog) ) -> None
glGetObjectParameterfvARB(...)
glGetObjectParameterfvARB( GLhandleARB(obj), GLenum(pname), GLfloatArray(params) ) -> None
glGetObjectParameterivARB(...)
glGetObjectParameterivARB( GLhandleARB(obj), GLenum(pname), GLintArray(params) ) -> None
glGetShaderSourceARB(...)
glGetShaderSourceARB( GLhandleARB(obj), GLsizei(maxLength), GLsizeiArray(length), GLcharARBArray(source) ) -> None
glGetUniformLocationARB(...)
glGetUniformLocationARB( GLhandleARB(programObj), GLcharARBArray(name) ) -> constants.GLint
glGetUniformfvARB(...)
glGetUniformfvARB( GLhandleARB(programObj), GLint(location), GLfloatArray(params) ) -> None
glGetUniformivARB(...)
glGetUniformivARB( GLhandleARB(programObj), GLint(location), GLintArray(params) ) -> None
glInitShaderObjectsARB()
Return boolean indicating whether this module is available
glLinkProgramARB(...)
glLinkProgramARB( GLhandleARB(programObj) ) -> None
glShaderSourceARB(shader, source)
Python-specific version of the shader call
 
shader -- shader object as created by glCreateShaderObjectARB
source -- Python source-code string or sequence of strings
 
Note: we hack this somewhat to make it easier to deal with
from Python.  We allow for lists-of-strings, but we just 
join them into a single string before passing them in...
glUniform1fARB(...)
glUniform1fARB( GLint(location), GLfloat(v0) ) -> None
glUniform1fvARB(...)
glUniform1fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform1iARB(...)
glUniform1iARB( GLint(location), GLint(v0) ) -> None
glUniform1ivARB(...)
glUniform1ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform2fARB(...)
glUniform2fARB( GLint(location), GLfloat(v0), GLfloat(v1) ) -> None
glUniform2fvARB(...)
glUniform2fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform2iARB(...)
glUniform2iARB( GLint(location), GLint(v0), GLint(v1) ) -> None
glUniform2ivARB(...)
glUniform2ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform3fARB(...)
glUniform3fARB( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2) ) -> None
glUniform3fvARB(...)
glUniform3fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform3iARB(...)
glUniform3iARB( GLint(location), GLint(v0), GLint(v1), GLint(v2) ) -> None
glUniform3ivARB(...)
glUniform3ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniform4fARB(...)
glUniform4fARB( GLint(location), GLfloat(v0), GLfloat(v1), GLfloat(v2), GLfloat(v3) ) -> None
glUniform4fvARB(...)
glUniform4fvARB( GLint(location), GLsizei(count), GLfloatArray(value) ) -> None
glUniform4iARB(...)
glUniform4iARB( GLint(location), GLint(v0), GLint(v1), GLint(v2), GLint(v3) ) -> None
glUniform4ivARB(...)
glUniform4ivARB( GLint(location), GLsizei(count), GLintArray(value) ) -> None
glUniformMatrix2fvARB(...)
glUniformMatrix2fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUniformMatrix3fvARB(...)
glUniformMatrix3fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUniformMatrix4fvARB(...)
glUniformMatrix4fvARB( GLint(location), GLsizei(count), GLboolean(transpose), GLfloatArray(value) ) -> None
glUseProgramObjectARB(...)
glUseProgramObjectARB( GLhandleARB(programObj) ) -> None
glValidateProgramARB(...)
glValidateProgramARB( GLhandleARB(programObj) ) -> None

 
Data
        GL_BOOL_ARB = GL_BOOL_ARB
GL_BOOL_VEC2_ARB = GL_BOOL_VEC2_ARB
GL_BOOL_VEC3_ARB = GL_BOOL_VEC3_ARB
GL_BOOL_VEC4_ARB = GL_BOOL_VEC4_ARB
GL_FLOAT_MAT2_ARB = GL_FLOAT_MAT2_ARB
GL_FLOAT_MAT3_ARB = GL_FLOAT_MAT3_ARB
GL_FLOAT_MAT4_ARB = GL_FLOAT_MAT4_ARB
GL_FLOAT_VEC2_ARB = GL_FLOAT_VEC2_ARB
GL_FLOAT_VEC3_ARB = GL_FLOAT_VEC3_ARB
GL_FLOAT_VEC4_ARB = GL_FLOAT_VEC4_ARB
GL_INFO_LOG_LENGTH_ARB = GL_INFO_LOG_LENGTH
GL_INT_VEC2_ARB = GL_INT_VEC2_ARB
GL_INT_VEC3_ARB = GL_INT_VEC3_ARB
GL_INT_VEC4_ARB = GL_INT_VEC4_ARB
GL_OBJECT_ACTIVE_UNIFORMS_ARB = GL_OBJECT_ACTIVE_UNIFORMS_ARB
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB = GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB
GL_OBJECT_ATTACHED_OBJECTS_ARB = GL_OBJECT_ATTACHED_OBJECTS_ARB
GL_OBJECT_COMPILE_STATUS_ARB = GL_OBJECT_COMPILE_STATUS_ARB
GL_OBJECT_DELETE_STATUS_ARB = GL_OBJECT_DELETE_STATUS_ARB
GL_OBJECT_INFO_LOG_LENGTH_ARB = GL_OBJECT_INFO_LOG_LENGTH_ARB
GL_OBJECT_LINK_STATUS_ARB = GL_OBJECT_LINK_STATUS_ARB
GL_OBJECT_SHADER_SOURCE_LENGTH_ARB = GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
GL_OBJECT_SUBTYPE_ARB = GL_OBJECT_SUBTYPE_ARB
GL_OBJECT_TYPE_ARB = GL_OBJECT_TYPE_ARB
GL_OBJECT_VALIDATE_STATUS_ARB = GL_OBJECT_VALIDATE_STATUS_ARB
GL_PROGRAM_OBJECT_ARB = GL_PROGRAM_OBJECT_ARB
GL_SAMPLER_1D_ARB = GL_SAMPLER_1D_ARB
GL_SAMPLER_1D_SHADOW_ARB = GL_SAMPLER_1D_SHADOW_ARB
GL_SAMPLER_2D_ARB = GL_SAMPLER_2D_ARB
GL_SAMPLER_2D_RECT_ARB = GL_SAMPLER_2D_RECT_ARB
GL_SAMPLER_2D_RECT_SHADOW_ARB = GL_SAMPLER_2D_RECT_SHADOW_ARB
GL_SAMPLER_2D_SHADOW_ARB = GL_SAMPLER_2D_SHADOW_ARB
GL_SAMPLER_3D_ARB = GL_SAMPLER_3D_ARB
GL_SAMPLER_CUBE_ARB = GL_SAMPLER_CUBE_ARB
GL_SHADER_OBJECT_ARB = GL_SHADER_OBJECT_ARB