示例#1
0
""" 

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)
示例#2
0
""" 

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)
示例#3
0
""" 

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)
示例#4
0
""" 

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)