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## Copyright (C) 2020 The Qt Company Ltd.
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## $QT_BEGIN_LICENSE:LGPL$
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## packaging of this file. Please review the following information to
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## Alternatively, this file may be used under the terms of the GNU
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from __future__ import annotations

"""
This file contains the exact signatures for all functions in module
PySide2.QtOpenGLFunctions, except for defaults which are replaced by "...".
"""

# Module PySide2.QtOpenGLFunctions
import PySide2
try:
    import typing
except ImportError:
    from PySide2.support.signature import typing
from PySide2.support.signature.mapping import (
    Virtual, Missing, Invalid, Default, Instance)

from shiboken2 import Shiboken

import PySide2.QtGui
import PySide2.QtOpenGLFunctions


class QOpenGLFunctions_1_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glInitNames(self) -> None: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_2(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_3(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_4(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_5(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_2_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_2_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_3_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_3_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_0_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_0_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_1_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_1_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, mode: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: int) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindBuffersBase(self, target: int, first: int, count: int, buffers: typing.Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindImageTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindSamplers(self, first: int, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None: ...
    def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: typing.Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, buf: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetColorTable(self, target: int, format: int, type: int, table: int) -> None: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int) -> None: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopDebugGroup(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, src: int) -> None: ...
    def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, maskNumber: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindBuffersBase(self, target: int, first: int, count: int, buffers: typing.Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindImageTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindSamplers(self, first: int, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None: ...
    def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: typing.Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, buf: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopDebugGroup(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, src: int) -> None: ...
    def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, maskNumber: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glAccum(self, op: int, value: float) -> None: ...
    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAlphaFunc(self, func: int, ref: float) -> None: ...
    def glArrayElement(self, i: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBegin(self, mode: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindBuffersBase(self, target: int, first: int, count: int, buffers: typing.Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindImageTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindSamplers(self, first: int, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextureUnit(self, unit: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCallList(self, list: int) -> None: ...
    def glCallLists(self, n: int, type: int, lists: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearIndex(self, c: float) -> None: ...
    def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int) -> None: ...
    def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None: ...
    def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None: ...
    def glClientActiveTexture(self, texture: int) -> None: ...
    def glClipControl(self, origin: int, depth: int) -> None: ...
    def glClipPlane(self, plane: int, equation: typing.Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: bytes) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: bytes) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: bytes) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: typing.Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: bytes) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: typing.Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: typing.Sequence[int]) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glColorMaterial(self, face: int, mode: int) -> None: ...
    def glColorP3ui(self, type: int, color: int) -> None: ...
    def glColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glColorSubTable(self, target: int, start: int, count: int, format: int, type: int, data: int) -> None: ...
    def glColorTable(self, target: int, internalformat: int, width: int, format: int, type: int, table: int) -> None: ...
    def glColorTableParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glConvolutionFilter1D(self, target: int, internalformat: int, width: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, image: int) -> None: ...
    def glConvolutionParameterf(self, target: int, pname: int, params: float) -> None: ...
    def glConvolutionParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glCopyColorSubTable(self, target: int, start: int, x: int, y: int, width: int) -> None: ...
    def glCopyColorTable(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter1D(self, target: int, internalformat: int, x: int, y: int, width: int) -> None: ...
    def glCopyConvolutionFilter2D(self, target: int, internalformat: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyPixels(self, x: int, y: int, width: int, height: int, type: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: typing.Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableClientState(self, array: int) -> None: ...
    def glDisableVertexArrayAttrib(self, vaobj: int, index: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, buf: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawPixels(self, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEdgeFlag(self, flag: int) -> None: ...
    def glEdgeFlagPointer(self, stride: int, pointer: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableClientState(self, array: int) -> None: ...
    def glEnableVertexArrayAttrib(self, vaobj: int, index: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEnd(self) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndList(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glEvalCoord1d(self, u: float) -> None: ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]) -> None: ...
    def glEvalMesh1(self, mode: int, i1: int, i2: int) -> None: ...
    def glEvalMesh2(self, mode: int, i1: int, i2: int, j1: int, j2: int) -> None: ...
    def glEvalPoint1(self, i: int) -> None: ...
    def glEvalPoint2(self, i: int, j: int) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFogCoordPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glFogCoordd(self, coord: float) -> None: ...
    def glFogCoorddv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: typing.Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glGenLists(self, range: int) -> int: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGenerateTextureMipmap(self, texture: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetColorTable(self, target: int, format: int, type: int, table: int) -> None: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int) -> None: ...
    def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int) -> None: ...
    def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int) -> None: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetGraphicsResetStatus(self) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glGetnColorTable(self, target: int, format: int, type: int, bufSize: int, table: int) -> None: ...
    def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int) -> None: ...
    def glGetnConvolutionFilter(self, target: int, format: int, type: int, bufSize: int, image: int) -> None: ...
    def glGetnHistogram(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None: ...
    def glGetnMinmax(self, target: int, reset: int, format: int, type: int, bufSize: int, values: int) -> None: ...
    def glGetnSeparableFilter(self, target: int, format: int, type: int, rowBufSize: int, row: int, columnBufSize: int, column: int, span: int) -> None: ...
    def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glHistogram(self, target: int, width: int, internalformat: int, sink: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: typing.Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: typing.Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: bytes) -> None: ...
    def glInitNames(self) -> None: ...
    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsList(self, list: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLightModelf(self, pname: int, param: float) -> None: ...
    def glLightModelfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glLineStipple(self, factor: int, pattern: int) -> None: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glListBase(self, base: int) -> None: ...
    def glLoadIdentity(self) -> None: ...
    def glLoadMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: typing.Sequence[float]) -> None: ...
    def glMap2d(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMap2f(self, target: int, u1: float, u2: float, ustride: int, uorder: int, v1: float, v2: float, vstride: int, vorder: int, points: typing.Sequence[float]) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapGrid1d(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid1f(self, un: int, u1: float, u2: float) -> None: ...
    def glMapGrid2d(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapGrid2f(self, un: int, u1: float, u2: float, vn: int, v1: float, v2: float) -> None: ...
    def glMapNamedBuffer(self, buffer: int, access: int) -> int: ...
    def glMaterialf(self, face: int, pname: int, param: float) -> None: ...
    def glMaterialfv(self, face: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMemoryBarrierByRegion(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: typing.Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None: ...
    def glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None: ...
    def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None: ...
    def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int) -> None: ...
    def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int) -> None: ...
    def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int) -> None: ...
    def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int) -> None: ...
    def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glNewList(self, list: int, mode: int) -> None: ...
    def glNormal3b(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3bv(self, v: bytes) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: typing.Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: typing.Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: typing.Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float) -> None: ...
    def glPassThrough(self, token: float) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: typing.Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: typing.Sequence[int]) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPixelTransferf(self, pname: int, param: float) -> None: ...
    def glPixelTransferi(self, pname: int, param: int) -> None: ...
    def glPixelZoom(self, xfactor: float, yfactor: float) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopAttrib(self) -> None: ...
    def glPopClientAttrib(self) -> None: ...
    def glPopDebugGroup(self) -> None: ...
    def glPopMatrix(self) -> None: ...
    def glPopName(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glPrioritizeTextures(self, n: int, textures: typing.Sequence[int], priorities: typing.Sequence[float]) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushAttrib(self, mask: int) -> None: ...
    def glPushClientAttrib(self, mask: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None: ...
    def glPushMatrix(self) -> None: ...
    def glPushName(self, name: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glRasterPos2d(self, x: float, y: float) -> None: ...
    def glRasterPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: typing.Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: typing.Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: typing.Sequence[int]) -> None: ...
    def glReadBuffer(self, src: int) -> None: ...
    def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None: ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: typing.Sequence[int], v2: typing.Sequence[int]) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderMode(self, mode: int) -> int: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResetHistogram(self, target: int) -> None: ...
    def glResetMinmax(self, target: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glRotated(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glRotatef(self, angle: float, x: float, y: float, z: float) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, maskNumber: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScaled(self, x: float, y: float, z: float) -> None: ...
    def glScalef(self, x: float, y: float, z: float) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: bytes) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: bytes) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: typing.Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: typing.Sequence[int]) -> None: ...
    def glSecondaryColorPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glSeparableFilter2D(self, target: int, internalformat: int, width: int, height: int, format: int, type: int, row: int, column: int) -> None: ...
    def glShadeModel(self, mode: int) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexCoord1d(self, s: float) -> None: ...
    def glTexCoord1dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: typing.Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: typing.Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: typing.Sequence[int]) -> None: ...
    def glTexCoordPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureBarrier(self) -> None: ...
    def glTextureBuffer(self, texture: int, internalformat: int, buffer: int) -> None: ...
    def glTextureParameterIiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTextureParameterIuiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
    def glTextureParameterfv(self, texture: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
    def glTextureParameteriv(self, texture: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int) -> None: ...
    def glTranslated(self, x: float, y: float, z: float) -> None: ...
    def glTranslatef(self, x: float, y: float, z: float) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUnmapNamedBuffer(self, buffer: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertex2d(self, x: float, y: float) -> None: ...
    def glVertex2dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: typing.Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: typing.Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: typing.Sequence[int]) -> None: ...
    def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int) -> None: ...
    def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int) -> None: ...
    def glVertexArrayElementBuffer(self, vaobj: int, buffer: int) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glVertexP2ui(self, type: int, value: int) -> None: ...
    def glVertexP2uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: typing.Sequence[int]) -> None: ...
    def glVertexPointer(self, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: typing.Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: typing.Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: typing.Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self) -> None: ...

    def glActiveShaderProgram(self, pipeline: int, program: int) -> None: ...
    def glActiveTexture(self, texture: int) -> None: ...
    def glAttachShader(self, program: int, shader: int) -> None: ...
    def glBeginConditionalRender(self, id: int, mode: int) -> None: ...
    def glBeginQuery(self, target: int, id: int) -> None: ...
    def glBeginQueryIndexed(self, target: int, index: int, id: int) -> None: ...
    def glBeginTransformFeedback(self, primitiveMode: int) -> None: ...
    def glBindAttribLocation(self, program: int, index: int, name: bytes) -> None: ...
    def glBindBuffer(self, target: int, buffer: int) -> None: ...
    def glBindBufferBase(self, target: int, index: int, buffer: int) -> None: ...
    def glBindBuffersBase(self, target: int, first: int, count: int, buffers: typing.Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: bytes) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: bytes) -> None: ...
    def glBindFramebuffer(self, target: int, framebuffer: int) -> None: ...
    def glBindImageTexture(self, unit: int, texture: int, level: int, layered: int, layer: int, access: int, format: int) -> None: ...
    def glBindImageTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindProgramPipeline(self, pipeline: int) -> None: ...
    def glBindRenderbuffer(self, target: int, renderbuffer: int) -> None: ...
    def glBindSampler(self, unit: int, sampler: int) -> None: ...
    def glBindSamplers(self, first: int, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextureUnit(self, unit: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: typing.Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBlendColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glBlendEquation(self, mode: int) -> None: ...
    def glBlendEquationSeparate(self, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationSeparatei(self, buf: int, modeRGB: int, modeAlpha: int) -> None: ...
    def glBlendEquationi(self, buf: int, mode: int) -> None: ...
    def glBlendFunc(self, sfactor: int, dfactor: int) -> None: ...
    def glBlendFuncSeparate(self, sfactorRGB: int, dfactorRGB: int, sfactorAlpha: int, dfactorAlpha: int) -> None: ...
    def glBlendFuncSeparatei(self, buf: int, srcRGB: int, dstRGB: int, srcAlpha: int, dstAlpha: int) -> None: ...
    def glBlendFunci(self, buf: int, src: int, dst: int) -> None: ...
    def glBlitFramebuffer(self, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glBlitNamedFramebuffer(self, readFramebuffer: int, drawFramebuffer: int, srcX0: int, srcY0: int, srcX1: int, srcY1: int, dstX0: int, dstY0: int, dstX1: int, dstY1: int, mask: int, filter: int) -> None: ...
    def glCheckFramebufferStatus(self, target: int) -> int: ...
    def glCheckNamedFramebufferStatus(self, framebuffer: int, target: int) -> int: ...
    def glClampColor(self, target: int, clamp: int) -> None: ...
    def glClear(self, mask: int) -> None: ...
    def glClearBufferData(self, target: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearBufferfi(self, buffer: int, drawbuffer: int, depth: float, stencil: int) -> None: ...
    def glClearBufferfv(self, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glClearDepth(self, depth: float) -> None: ...
    def glClearDepthf(self, dd: float) -> None: ...
    def glClearNamedBufferData(self, buffer: int, internalformat: int, format: int, type: int, data: int) -> None: ...
    def glClearNamedFramebufferfi(self, framebuffer: int, buffer: int, depth: float, stencil: int) -> None: ...
    def glClearNamedFramebufferfv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[float]) -> None: ...
    def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: typing.Sequence[int]) -> None: ...
    def glClearStencil(self, s: int) -> None: ...
    def glClearTexImage(self, texture: int, level: int, format: int, type: int, data: int) -> None: ...
    def glClearTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, data: int) -> None: ...
    def glClipControl(self, origin: int, depth: int) -> None: ...
    def glColorMask(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColorMaski(self, index: int, r: int, g: int, b: int, a: int) -> None: ...
    def glCompileShader(self, shader: int) -> None: ...
    def glCompressedTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, imageSize: int, data: int) -> None: ...
    def glCompressedTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, imageSize: int, data: int) -> None: ...
    def glCopyImageSubData(self, srcName: int, srcTarget: int, srcLevel: int, srcX: int, srcY: int, srcZ: int, dstName: int, dstTarget: int, dstLevel: int, dstX: int, dstY: int, dstZ: int, srcWidth: int, srcHeight: int, srcDepth: int) -> None: ...
    def glCopyTexImage1D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) -> None: ...
    def glCopyTexImage2D(self, target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) -> None: ...
    def glCopyTexSubImage1D(self, target: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTextureSubImage1D(self, texture: int, level: int, xoffset: int, x: int, y: int, width: int) -> None: ...
    def glCopyTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCopyTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) -> None: ...
    def glCreateProgram(self) -> int: ...
    def glCreateShader(self, type: int) -> int: ...
    def glCullFace(self, mode: int) -> None: ...
    def glDebugMessageControl(self, source: int, type: int, severity: int, count: int, ids: typing.Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: bytes) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: typing.Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: typing.Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: typing.Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: typing.Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: typing.Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: typing.Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: typing.Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: typing.Sequence[int]) -> None: ...
    def glDepthFunc(self, func: int) -> None: ...
    def glDepthMask(self, flag: int) -> None: ...
    def glDepthRange(self, nearVal: float, farVal: float) -> None: ...
    def glDepthRangeArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glDepthRangeIndexed(self, index: int, n: float, f: float) -> None: ...
    def glDepthRangef(self, n: float, f: float) -> None: ...
    def glDetachShader(self, program: int, shader: int) -> None: ...
    def glDisable(self, cap: int) -> None: ...
    def glDisableVertexArrayAttrib(self, vaobj: int, index: int) -> None: ...
    def glDisableVertexAttribArray(self, index: int) -> None: ...
    def glDisablei(self, target: int, index: int) -> None: ...
    def glDispatchCompute(self, num_groups_x: int, num_groups_y: int, num_groups_z: int) -> None: ...
    def glDrawArrays(self, mode: int, first: int, count: int) -> None: ...
    def glDrawArraysIndirect(self, mode: int, indirect: int) -> None: ...
    def glDrawArraysInstanced(self, mode: int, first: int, count: int, instancecount: int) -> None: ...
    def glDrawArraysInstancedBaseInstance(self, mode: int, first: int, count: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawBuffer(self, buf: int) -> None: ...
    def glDrawBuffers(self, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glDrawElements(self, mode: int, count: int, type: int, indices: int) -> None: ...
    def glDrawElementsBaseVertex(self, mode: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawElementsIndirect(self, mode: int, type: int, indirect: int) -> None: ...
    def glDrawElementsInstanced(self, mode: int, count: int, type: int, indices: int, instancecount: int) -> None: ...
    def glDrawElementsInstancedBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, baseinstance: int) -> None: ...
    def glDrawElementsInstancedBaseVertex(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int) -> None: ...
    def glDrawElementsInstancedBaseVertexBaseInstance(self, mode: int, count: int, type: int, indices: int, instancecount: int, basevertex: int, baseinstance: int) -> None: ...
    def glDrawRangeElements(self, mode: int, start: int, end: int, count: int, type: int, indices: int) -> None: ...
    def glDrawRangeElementsBaseVertex(self, mode: int, start: int, end: int, count: int, type: int, indices: int, basevertex: int) -> None: ...
    def glDrawTransformFeedback(self, mode: int, id: int) -> None: ...
    def glDrawTransformFeedbackInstanced(self, mode: int, id: int, instancecount: int) -> None: ...
    def glDrawTransformFeedbackStream(self, mode: int, id: int, stream: int) -> None: ...
    def glDrawTransformFeedbackStreamInstanced(self, mode: int, id: int, stream: int, instancecount: int) -> None: ...
    def glEnable(self, cap: int) -> None: ...
    def glEnableVertexArrayAttrib(self, vaobj: int, index: int) -> None: ...
    def glEnableVertexAttribArray(self, index: int) -> None: ...
    def glEnablei(self, target: int, index: int) -> None: ...
    def glEndConditionalRender(self) -> None: ...
    def glEndQuery(self, target: int) -> None: ...
    def glEndQueryIndexed(self, target: int, index: int) -> None: ...
    def glEndTransformFeedback(self) -> None: ...
    def glFinish(self) -> None: ...
    def glFlush(self) -> None: ...
    def glFramebufferParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glFramebufferRenderbuffer(self, target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glFramebufferTexture(self, target: int, attachment: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture1D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture2D(self, target: int, attachment: int, textarget: int, texture: int, level: int) -> None: ...
    def glFramebufferTexture3D(self, target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) -> None: ...
    def glFramebufferTextureLayer(self, target: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glFrontFace(self, mode: int) -> None: ...
    def glGenerateMipmap(self, target: int) -> None: ...
    def glGenerateTextureMipmap(self, texture: int) -> None: ...
    def glGetAttribLocation(self, program: int, name: bytes) -> int: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetCompressedTextureImage(self, texture: int, level: int, bufSize: int, pixels: int) -> None: ...
    def glGetCompressedTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, bufSize: int, pixels: int) -> None: ...
    def glGetError(self) -> int: ...
    def glGetFragDataIndex(self, program: int, name: bytes) -> int: ...
    def glGetFragDataLocation(self, program: int, name: bytes) -> int: ...
    def glGetGraphicsResetStatus(self) -> int: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: bytes) -> int: ...
    def glGetString(self, name: int) -> bytes: ...
    def glGetStringi(self, name: int, index: int) -> bytes: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: bytes) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetTextureImage(self, texture: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glGetTextureSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: bytes) -> int: ...
    def glGetUniformLocation(self, program: int, name: bytes) -> int: ...
    def glGetnCompressedTexImage(self, target: int, lod: int, bufSize: int, pixels: int) -> None: ...
    def glGetnTexImage(self, target: int, level: int, format: int, type: int, bufSize: int, pixels: int) -> None: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: typing.Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateTexImage(self, texture: int, level: int) -> None: ...
    def glInvalidateTexSubImage(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int) -> None: ...
    def glIsBuffer(self, buffer: int) -> int: ...
    def glIsEnabled(self, cap: int) -> int: ...
    def glIsEnabledi(self, target: int, index: int) -> int: ...
    def glIsFramebuffer(self, framebuffer: int) -> int: ...
    def glIsProgram(self, program: int) -> int: ...
    def glIsProgramPipeline(self, pipeline: int) -> int: ...
    def glIsQuery(self, id: int) -> int: ...
    def glIsRenderbuffer(self, renderbuffer: int) -> int: ...
    def glIsSampler(self, sampler: int) -> int: ...
    def glIsShader(self, shader: int) -> int: ...
    def glIsTexture(self, texture: int) -> int: ...
    def glIsTransformFeedback(self, id: int) -> int: ...
    def glIsVertexArray(self, array: int) -> int: ...
    def glLineWidth(self, width: float) -> None: ...
    def glLinkProgram(self, program: int) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMapBuffer(self, target: int, access: int) -> int: ...
    def glMapNamedBuffer(self, buffer: int, access: int) -> int: ...
    def glMemoryBarrier(self, barriers: int) -> None: ...
    def glMemoryBarrierByRegion(self, barriers: int) -> None: ...
    def glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: typing.Sequence[int], count: typing.Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glNamedBufferData(self, buffer: int, size: int, data: int, usage: int) -> None: ...
    def glNamedBufferStorage(self, buffer: int, size: int, data: int, flags: int) -> None: ...
    def glNamedFramebufferDrawBuffer(self, framebuffer: int, buf: int) -> None: ...
    def glNamedFramebufferDrawBuffers(self, framebuffer: int, n: int, bufs: typing.Sequence[int]) -> None: ...
    def glNamedFramebufferParameteri(self, framebuffer: int, pname: int, param: int) -> None: ...
    def glNamedFramebufferReadBuffer(self, framebuffer: int, src: int) -> None: ...
    def glNamedFramebufferRenderbuffer(self, framebuffer: int, attachment: int, renderbuffertarget: int, renderbuffer: int) -> None: ...
    def glNamedFramebufferTexture(self, framebuffer: int, attachment: int, texture: int, level: int) -> None: ...
    def glNamedFramebufferTextureLayer(self, framebuffer: int, attachment: int, texture: int, level: int, layer: int) -> None: ...
    def glNamedRenderbufferStorage(self, renderbuffer: int, internalformat: int, width: int, height: int) -> None: ...
    def glNamedRenderbufferStorageMultisample(self, renderbuffer: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: bytes) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: bytes) -> None: ...
    def glPatchParameterfv(self, pname: int, values: typing.Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelStoref(self, pname: int, param: float) -> None: ...
    def glPixelStorei(self, pname: int, param: int) -> None: ...
    def glPointParameterf(self, pname: int, param: float) -> None: ...
    def glPointParameterfv(self, pname: int, params: typing.Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: typing.Sequence[int]) -> None: ...
    def glPointSize(self, size: float) -> None: ...
    def glPolygonMode(self, face: int, mode: int) -> None: ...
    def glPolygonOffset(self, factor: float, units: float) -> None: ...
    def glPopDebugGroup(self) -> None: ...
    def glPrimitiveRestartIndex(self, index: int) -> None: ...
    def glProgramBinary(self, program: int, binaryFormat: int, binary: int, length: int) -> None: ...
    def glProgramParameteri(self, program: int, pname: int, value: int) -> None: ...
    def glProgramUniform1d(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2d(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2f(self, program: int, location: int, v0: float, v1: float) -> None: ...
    def glProgramUniform2fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform2i(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform2ui(self, program: int, location: int, v0: int, v1: int) -> None: ...
    def glProgramUniform2uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3d(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3f(self, program: int, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glProgramUniform3fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform3i(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform3ui(self, program: int, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glProgramUniform3uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4d(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4dv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4f(self, program: int, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glProgramUniform4fv(self, program: int, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniform4i(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4iv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniform4ui(self, program: int, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glProgramUniform4uiv(self, program: int, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: bytes) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, src: int) -> None: ...
    def glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glReadnPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, bufSize: int, data: int) -> None: ...
    def glReleaseShaderCompiler(self) -> None: ...
    def glRenderbufferStorage(self, target: int, internalformat: int, width: int, height: int) -> None: ...
    def glRenderbufferStorageMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int) -> None: ...
    def glResumeTransformFeedback(self) -> None: ...
    def glSampleCoverage(self, value: float, invert: int) -> None: ...
    def glSampleMaski(self, maskNumber: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: typing.Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: typing.Sequence[int], binaryformat: int, binary: int, length: int) -> None: ...
    def glShaderStorageBlockBinding(self, program: int, storageBlockIndex: int, storageBlockBinding: int) -> None: ...
    def glStencilFunc(self, func: int, ref: int, mask: int) -> None: ...
    def glStencilFuncSeparate(self, face: int, func: int, ref: int, mask: int) -> None: ...
    def glStencilMask(self, mask: int) -> None: ...
    def glStencilMaskSeparate(self, face: int, mask: int) -> None: ...
    def glStencilOp(self, fail: int, zfail: int, zpass: int) -> None: ...
    def glStencilOpSeparate(self, face: int, sfail: int, dpfail: int, dppass: int) -> None: ...
    def glTexBuffer(self, target: int, internalformat: int, buffer: int) -> None: ...
    def glTexImage1D(self, target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2D(self, target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexImage3D(self, target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: int) -> None: ...
    def glTexImage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexParameterIiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: typing.Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTexStorage1D(self, target: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTexStorage2D(self, target: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTexStorage2DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTexStorage3D(self, target: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTexStorage3DMultisample(self, target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTexSubImage1D(self, target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage2D(self, target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTexSubImage3D(self, target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureBarrier(self) -> None: ...
    def glTextureBuffer(self, texture: int, internalformat: int, buffer: int) -> None: ...
    def glTextureParameterIiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTextureParameterIuiv(self, texture: int, pname: int, params: typing.Sequence[int]) -> None: ...
    def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
    def glTextureParameterfv(self, texture: int, pname: int, param: typing.Sequence[float]) -> None: ...
    def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
    def glTextureParameteriv(self, texture: int, pname: int, param: typing.Sequence[int]) -> None: ...
    def glTextureStorage1D(self, texture: int, levels: int, internalformat: int, width: int) -> None: ...
    def glTextureStorage2D(self, texture: int, levels: int, internalformat: int, width: int, height: int) -> None: ...
    def glTextureStorage2DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) -> None: ...
    def glTextureStorage3D(self, texture: int, levels: int, internalformat: int, width: int, height: int, depth: int) -> None: ...
    def glTextureStorage3DMultisample(self, texture: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) -> None: ...
    def glTextureSubImage1D(self, texture: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureSubImage2D(self, texture: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureSubImage3D(self, texture: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: int) -> None: ...
    def glTextureView(self, texture: int, target: int, origtexture: int, internalformat: int, minlevel: int, numlevels: int, minlayer: int, numlayers: int) -> None: ...
    def glTransformFeedbackBufferBase(self, xfb: int, index: int, buffer: int) -> None: ...
    def glUniform1d(self, location: int, x: float) -> None: ...
    def glUniform1dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4d(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    def glUniform4dv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4f(self, location: int, v0: float, v1: float, v2: float, v3: float) -> None: ...
    def glUniform4fv(self, location: int, count: int, value: typing.Sequence[float]) -> None: ...
    def glUniform4i(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4iv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniform4ui(self, location: int, v0: int, v1: int, v2: int, v3: int) -> None: ...
    def glUniform4uiv(self, location: int, count: int, value: typing.Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: typing.Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: typing.Sequence[int]) -> None: ...
    def glUnmapBuffer(self, target: int) -> int: ...
    def glUnmapNamedBuffer(self, buffer: int) -> int: ...
    def glUseProgram(self, program: int) -> None: ...
    def glUseProgramStages(self, pipeline: int, stages: int, program: int) -> None: ...
    def glValidateProgram(self, program: int) -> None: ...
    def glValidateProgramPipeline(self, pipeline: int) -> None: ...
    def glVertexArrayAttribBinding(self, vaobj: int, attribindex: int, bindingindex: int) -> None: ...
    def glVertexArrayAttribFormat(self, vaobj: int, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexArrayAttribIFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexArrayAttribLFormat(self, vaobj: int, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexArrayBindingDivisor(self, vaobj: int, bindingindex: int, divisor: int) -> None: ...
    def glVertexArrayElementBuffer(self, vaobj: int, buffer: int) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribBinding(self, attribindex: int, bindingindex: int) -> None: ...
    def glVertexAttribDivisor(self, index: int, divisor: int) -> None: ...
    def glVertexAttribFormat(self, attribindex: int, size: int, type: int, normalized: int, relativeoffset: int) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: bytes) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: typing.Sequence[int]) -> None: ...
    def glVertexAttribIFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribIPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribL1d(self, index: int, x: float) -> None: ...
    def glVertexAttribL1dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def glVertexAttribLFormat(self, attribindex: int, size: int, type: int, relativeoffset: int) -> None: ...
    def glVertexAttribLPointer(self, index: int, size: int, type: int, stride: int, pointer: int) -> None: ...
    def glVertexAttribP1ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP1uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP2ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP2uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP3ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP3uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribP4ui(self, index: int, type: int, normalized: int, value: int) -> None: ...
    def glVertexAttribP4uiv(self, index: int, type: int, normalized: int, value: typing.Sequence[int]) -> None: ...
    def glVertexAttribPointer(self, index: int, size: int, type: int, normalized: int, stride: int, pointer: int) -> None: ...
    def glVertexBindingDivisor(self, bindingindex: int, divisor: int) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def glViewportArrayv(self, first: int, count: int, v: typing.Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: typing.Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLVersionFunctionsFactory(Shiboken.Object):

    def __init__(self) -> None: ...

    @staticmethod
    def get(versionProfile: PySide2.QtGui.QOpenGLVersionProfile, context: PySide2.QtGui.QOpenGLContext) -> PySide2.QtGui.QAbstractOpenGLFunctions: ...

# eof
