""" THIS CODE IS AUTO-GENERATED. DO NOT EDIT. Constants for OpenGL ES 2.0. """ from vispy.gl import _GL_ENUM GL_ALPHA8 = _GL_ENUM('GL_ALPHA8', 32828) GL_BUFFER_ACCESS = _GL_ENUM('GL_BUFFER_ACCESS', 35003) GL_BUFFER_MAPPED = _GL_ENUM('GL_BUFFER_MAPPED', 35004) GL_BUFFER_MAP_POINTER = _GL_ENUM('GL_BUFFER_MAP_POINTER', 35005) GL_DEPTH24_STENCIL8 = _GL_ENUM('GL_DEPTH24_STENCIL8', 35056) GL_DEPTH24_STENCIL8 = _GL_ENUM('GL_DEPTH24_STENCIL8', 35056) GL_DEPTH_COMPONENT16 = _GL_ENUM('GL_DEPTH_COMPONENT16', 33189) GL_DEPTH_COMPONENT24 = _GL_ENUM('GL_DEPTH_COMPONENT24', 33190) GL_DEPTH_COMPONENT32 = _GL_ENUM('GL_DEPTH_COMPONENT32', 33191) GL_DEPTH_COMPONENT32 = _GL_ENUM('GL_DEPTH_COMPONENT32', 33191) GL_DEPTH_STENCIL = _GL_ENUM('GL_DEPTH_STENCIL', 34041) GL_DEPTH_STENCIL = _GL_ENUM('GL_DEPTH_STENCIL', 34041) GL_EGL_image = _GL_ENUM('GL_EGL_image', 1) GL_EGL_image_external = _GL_ENUM('GL_EGL_image_external', 1) GL_ETC1_RGB8 = _GL_ENUM('GL_ETC1_RGB8', 36196) GL_FRAGMENT_SHADER_DERIVATIVE_HINT = _GL_ENUM( 'GL_FRAGMENT_SHADER_DERIVATIVE_HINT', 35723) GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET = _GL_ENUM( 'GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET', 36052) GL_FRAMEBUFFER_UNDEFINED = _GL_ENUM('GL_FRAMEBUFFER_UNDEFINED', 33305) GL_HALF_FLOAT = _GL_ENUM('GL_HALF_FLOAT', 36193)
""" THIS CODE IS AUTO-GENERATED. DO NOT EDIT. Constants for OpenGL ES 2.0. """ from vispy.gl import _GL_ENUM GL_ALPHA8 = _GL_ENUM('GL_ALPHA8', 32828) GL_BUFFER_ACCESS = _GL_ENUM('GL_BUFFER_ACCESS', 35003) GL_BUFFER_MAPPED = _GL_ENUM('GL_BUFFER_MAPPED', 35004) GL_BUFFER_MAP_POINTER = _GL_ENUM('GL_BUFFER_MAP_POINTER', 35005) GL_DEPTH24_STENCIL8 = _GL_ENUM('GL_DEPTH24_STENCIL8', 35056) GL_DEPTH24_STENCIL8 = _GL_ENUM('GL_DEPTH24_STENCIL8', 35056) GL_DEPTH_COMPONENT16 = _GL_ENUM('GL_DEPTH_COMPONENT16', 33189) GL_DEPTH_COMPONENT24 = _GL_ENUM('GL_DEPTH_COMPONENT24', 33190) GL_DEPTH_COMPONENT32 = _GL_ENUM('GL_DEPTH_COMPONENT32', 33191) GL_DEPTH_COMPONENT32 = _GL_ENUM('GL_DEPTH_COMPONENT32', 33191) GL_DEPTH_STENCIL = _GL_ENUM('GL_DEPTH_STENCIL', 34041) GL_DEPTH_STENCIL = _GL_ENUM('GL_DEPTH_STENCIL', 34041) GL_EGL_image = _GL_ENUM('GL_EGL_image', 1) GL_EGL_image_external = _GL_ENUM('GL_EGL_image_external', 1) GL_ETC1_RGB8 = _GL_ENUM('GL_ETC1_RGB8', 36196) GL_FRAGMENT_SHADER_DERIVATIVE_HINT = _GL_ENUM('GL_FRAGMENT_SHADER_DERIVATIVE_HINT', 35723) GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET = _GL_ENUM('GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET', 36052) GL_FRAMEBUFFER_UNDEFINED = _GL_ENUM('GL_FRAMEBUFFER_UNDEFINED', 33305) GL_HALF_FLOAT = _GL_ENUM('GL_HALF_FLOAT', 36193) GL_INT_10_10_10_2 = _GL_ENUM('GL_INT_10_10_10_2', 36343)
""" THIS CODE IS AUTO-GENERATED. DO NOT EDIT. Constants for OpenGL ES 2.0. """ from vispy.gl import _GL_ENUM from vispy.gl import _constants_ext as ext GL_ACTIVE_ATTRIBUTES = _GL_ENUM('GL_ACTIVE_ATTRIBUTES', 35721) GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = _GL_ENUM('GL_ACTIVE_ATTRIBUTE_MAX_LENGTH', 35722) GL_ACTIVE_TEXTURE = _GL_ENUM('GL_ACTIVE_TEXTURE', 34016) GL_ACTIVE_UNIFORMS = _GL_ENUM('GL_ACTIVE_UNIFORMS', 35718) GL_ACTIVE_UNIFORM_MAX_LENGTH = _GL_ENUM('GL_ACTIVE_UNIFORM_MAX_LENGTH', 35719) GL_ALIASED_LINE_WIDTH_RANGE = _GL_ENUM('GL_ALIASED_LINE_WIDTH_RANGE', 33902) GL_ALIASED_POINT_SIZE_RANGE = _GL_ENUM('GL_ALIASED_POINT_SIZE_RANGE', 33901) GL_ALPHA = _GL_ENUM('GL_ALPHA', 6406) GL_ALPHA_BITS = _GL_ENUM('GL_ALPHA_BITS', 3413) GL_ALWAYS = _GL_ENUM('GL_ALWAYS', 519) GL_ARRAY_BUFFER = _GL_ENUM('GL_ARRAY_BUFFER', 34962) GL_ARRAY_BUFFER_BINDING = _GL_ENUM('GL_ARRAY_BUFFER_BINDING', 34964) GL_ATTACHED_SHADERS = _GL_ENUM('GL_ATTACHED_SHADERS', 35717) GL_BACK = _GL_ENUM('GL_BACK', 1029) GL_BLEND = _GL_ENUM('GL_BLEND', 3042) GL_BLEND_COLOR = _GL_ENUM('GL_BLEND_COLOR', 32773) GL_BLEND_DST_ALPHA = _GL_ENUM('GL_BLEND_DST_ALPHA', 32970) GL_BLEND_DST_RGB = _GL_ENUM('GL_BLEND_DST_RGB', 32968) GL_BLEND_EQUATION = _GL_ENUM('GL_BLEND_EQUATION', 32777)