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