# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
from __future__ import annotations

"""
This file contains the exact signatures for all functions in module
PySide6.QtOpenGL, except for defaults which are replaced by "...".
"""

# Module `PySide6.QtOpenGL`

import PySide6.QtOpenGL
import PySide6.QtCore
import PySide6.QtGui

import enum
from typing import Any, Any, ClassVar, List, List, Optional, Pattern, Sequence, Text, Tuple, Tuple, Union, Union, overload
from PySide6.QtCore import Signal
from shiboken6 import Shiboken


NoneType: TypeAlias = type[None]


class QAbstractOpenGLFunctions(Shiboken.Object):

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

    def initializeOpenGLFunctions(self) -> bool: ...
    def isInitialized(self) -> bool: ...
    def owningContext(self) -> PySide6.QtGui.QOpenGLContext: ...
    def setOwningContext(self, context: PySide6.QtGui.QOpenGLContext) -> None: ...


class QIntList(object): ...


class QOpenGLBuffer(Shiboken.Object):

    class Access(enum.Enum):

        ReadOnly                 : QOpenGLBuffer.Access = ... # 0x88b8
        WriteOnly                : QOpenGLBuffer.Access = ... # 0x88b9
        ReadWrite                : QOpenGLBuffer.Access = ... # 0x88ba

    class RangeAccessFlag(enum.Flag):

        RangeRead                : QOpenGLBuffer.RangeAccessFlag = ... # 0x1
        RangeWrite               : QOpenGLBuffer.RangeAccessFlag = ... # 0x2
        RangeInvalidate          : QOpenGLBuffer.RangeAccessFlag = ... # 0x4
        RangeInvalidateBuffer    : QOpenGLBuffer.RangeAccessFlag = ... # 0x8
        RangeFlushExplicit       : QOpenGLBuffer.RangeAccessFlag = ... # 0x10
        RangeUnsynchronized      : QOpenGLBuffer.RangeAccessFlag = ... # 0x20

    class Type(enum.Enum):

        VertexBuffer             : QOpenGLBuffer.Type = ... # 0x8892
        IndexBuffer              : QOpenGLBuffer.Type = ... # 0x8893
        PixelPackBuffer          : QOpenGLBuffer.Type = ... # 0x88eb
        PixelUnpackBuffer        : QOpenGLBuffer.Type = ... # 0x88ec

    class UsagePattern(enum.Enum):

        StreamDraw               : QOpenGLBuffer.UsagePattern = ... # 0x88e0
        StreamRead               : QOpenGLBuffer.UsagePattern = ... # 0x88e1
        StreamCopy               : QOpenGLBuffer.UsagePattern = ... # 0x88e2
        StaticDraw               : QOpenGLBuffer.UsagePattern = ... # 0x88e4
        StaticRead               : QOpenGLBuffer.UsagePattern = ... # 0x88e5
        StaticCopy               : QOpenGLBuffer.UsagePattern = ... # 0x88e6
        DynamicDraw              : QOpenGLBuffer.UsagePattern = ... # 0x88e8
        DynamicRead              : QOpenGLBuffer.UsagePattern = ... # 0x88e9
        DynamicCopy              : QOpenGLBuffer.UsagePattern = ... # 0x88ea


    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, other: PySide6.QtOpenGL.QOpenGLBuffer) -> None: ...
    @overload
    def __init__(self, type: PySide6.QtOpenGL.QOpenGLBuffer.Type) -> None: ...

    @overload
    def allocate(self, count: int) -> None: ...
    @overload
    def allocate(self, data: bytes, count: int) -> None: ...
    def bind(self) -> bool: ...
    def bufferId(self) -> int: ...
    def create(self) -> bool: ...
    def destroy(self) -> None: ...
    def isCreated(self) -> bool: ...
    def map(self, access: PySide6.QtOpenGL.QOpenGLBuffer.Access) -> int: ...
    def mapRange(self, offset: int, count: int, access: PySide6.QtOpenGL.QOpenGLBuffer.RangeAccessFlag) -> int: ...
    def read(self, offset: int, data: int, count: int) -> bool: ...
    @overload
    def release(self) -> None: ...
    @overload
    @staticmethod
    def release(type: PySide6.QtOpenGL.QOpenGLBuffer.Type) -> None: ...
    def setUsagePattern(self, value: PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern) -> None: ...
    def size(self) -> int: ...
    def swap(self, other: PySide6.QtOpenGL.QOpenGLBuffer) -> None: ...
    def type(self) -> PySide6.QtOpenGL.QOpenGLBuffer.Type: ...
    def unmap(self) -> bool: ...
    def usagePattern(self) -> PySide6.QtOpenGL.QOpenGLBuffer.UsagePattern: ...
    def write(self, offset: int, data: int, count: int) -> None: ...


class QOpenGLDebugLogger(PySide6.QtCore.QObject):

    messageLogged            : ClassVar[Signal] = ... # messageLogged(QOpenGLDebugMessage)

    class LoggingMode(enum.Enum):

        AsynchronousLogging      : QOpenGLDebugLogger.LoggingMode = ... # 0x0
        SynchronousLogging       : QOpenGLDebugLogger.LoggingMode = ... # 0x1


    def __init__(self, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    @overload
    def disableMessages(self, ids: Sequence[int], sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ...
    @overload
    def disableMessages(self, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ...
    @overload
    def enableMessages(self, ids: Sequence[int], sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> None: ...
    @overload
    def enableMessages(self, sources: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ..., types: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ..., severities: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ...) -> None: ...
    def initialize(self) -> bool: ...
    def isLogging(self) -> bool: ...
    def logMessage(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage) -> None: ...
    def loggedMessages(self) -> List[PySide6.QtOpenGL.QOpenGLDebugMessage]: ...
    def loggingMode(self) -> PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode: ...
    def maximumMessageLength(self) -> int: ...
    def popGroup(self) -> None: ...
    def pushGroup(self, name: str, id: int = ..., source: PySide6.QtOpenGL.QOpenGLDebugMessage.Source = ...) -> None: ...
    def startLogging(self, loggingMode: PySide6.QtOpenGL.QOpenGLDebugLogger.LoggingMode = ...) -> None: ...
    def stopLogging(self) -> None: ...


class QOpenGLDebugMessage(Shiboken.Object):

    class Severity(enum.Flag):

        InvalidSeverity          : QOpenGLDebugMessage.Severity = ... # 0x0
        HighSeverity             : QOpenGLDebugMessage.Severity = ... # 0x1
        MediumSeverity           : QOpenGLDebugMessage.Severity = ... # 0x2
        LowSeverity              : QOpenGLDebugMessage.Severity = ... # 0x4
        LastSeverity             : QOpenGLDebugMessage.Severity = ... # 0x8
        NotificationSeverity     : QOpenGLDebugMessage.Severity = ... # 0x8
        AnySeverity              : QOpenGLDebugMessage.Severity = ... # 0xffffffff

    class Source(enum.Flag):

        InvalidSource            : QOpenGLDebugMessage.Source = ... # 0x0
        APISource                : QOpenGLDebugMessage.Source = ... # 0x1
        WindowSystemSource       : QOpenGLDebugMessage.Source = ... # 0x2
        ShaderCompilerSource     : QOpenGLDebugMessage.Source = ... # 0x4
        ThirdPartySource         : QOpenGLDebugMessage.Source = ... # 0x8
        ApplicationSource        : QOpenGLDebugMessage.Source = ... # 0x10
        LastSource               : QOpenGLDebugMessage.Source = ... # 0x20
        OtherSource              : QOpenGLDebugMessage.Source = ... # 0x20
        AnySource                : QOpenGLDebugMessage.Source = ... # 0xffffffff

    class Type(enum.Flag):

        InvalidType              : QOpenGLDebugMessage.Type = ... # 0x0
        ErrorType                : QOpenGLDebugMessage.Type = ... # 0x1
        DeprecatedBehaviorType   : QOpenGLDebugMessage.Type = ... # 0x2
        UndefinedBehaviorType    : QOpenGLDebugMessage.Type = ... # 0x4
        PortabilityType          : QOpenGLDebugMessage.Type = ... # 0x8
        PerformanceType          : QOpenGLDebugMessage.Type = ... # 0x10
        OtherType                : QOpenGLDebugMessage.Type = ... # 0x20
        MarkerType               : QOpenGLDebugMessage.Type = ... # 0x40
        GroupPushType            : QOpenGLDebugMessage.Type = ... # 0x80
        GroupPopType             : QOpenGLDebugMessage.Type = ... # 0x100
        LastType                 : QOpenGLDebugMessage.Type = ... # 0x100
        AnyType                  : QOpenGLDebugMessage.Type = ... # 0xffffffff


    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, debugMessage: PySide6.QtOpenGL.QOpenGLDebugMessage) -> None: ...

    @staticmethod
    def __copy__() -> None: ...
    @staticmethod
    def createApplicationMessage(text: str, id: int = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ...
    @staticmethod
    def createThirdPartyMessage(text: str, id: int = ..., severity: PySide6.QtOpenGL.QOpenGLDebugMessage.Severity = ..., type: PySide6.QtOpenGL.QOpenGLDebugMessage.Type = ...) -> PySide6.QtOpenGL.QOpenGLDebugMessage: ...
    def id(self) -> int: ...
    def message(self) -> str: ...
    def severity(self) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Severity: ...
    def source(self) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Source: ...
    def swap(self, other: PySide6.QtOpenGL.QOpenGLDebugMessage) -> None: ...
    def type(self) -> PySide6.QtOpenGL.QOpenGLDebugMessage.Type: ...


class QOpenGLFramebufferObject(Shiboken.Object):

    class Attachment(enum.Enum):

        NoAttachment             : QOpenGLFramebufferObject.Attachment = ... # 0x0
        CombinedDepthStencil     : QOpenGLFramebufferObject.Attachment = ... # 0x1
        Depth                    : QOpenGLFramebufferObject.Attachment = ... # 0x2

    class FramebufferRestorePolicy(enum.Enum):

        DontRestoreFramebufferBinding: QOpenGLFramebufferObject.FramebufferRestorePolicy = ... # 0x0
        RestoreFramebufferBindingToDefault: QOpenGLFramebufferObject.FramebufferRestorePolicy = ... # 0x1
        RestoreFrameBufferBinding: QOpenGLFramebufferObject.FramebufferRestorePolicy = ... # 0x2


    @overload
    def __init__(self, size: PySide6.QtCore.QSize, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, target: int = ..., internalFormat: int = ...) -> None: ...
    @overload
    def __init__(self, size: PySide6.QtCore.QSize, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat) -> None: ...
    @overload
    def __init__(self, size: PySide6.QtCore.QSize, target: int = ...) -> None: ...
    @overload
    def __init__(self, width: int, height: int, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment, target: int = ..., internalFormat: int = ...) -> None: ...
    @overload
    def __init__(self, width: int, height: int, format: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat) -> None: ...
    @overload
    def __init__(self, width: int, height: int, target: int = ...) -> None: ...

    @overload
    def addColorAttachment(self, size: PySide6.QtCore.QSize, internalFormat: int = ...) -> None: ...
    @overload
    def addColorAttachment(self, width: int, height: int, internalFormat: int = ...) -> None: ...
    def attachment(self) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ...
    def bind(self) -> bool: ...
    @staticmethod
    def bindDefault() -> bool: ...
    @overload
    @staticmethod
    def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, buffers: int = ..., filter: int = ...) -> None: ...
    @overload
    @staticmethod
    def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int) -> None: ...
    @overload
    @staticmethod
    def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int, filter: int, readColorAttachmentIndex: int, drawColorAttachmentIndex: int, restorePolicy: PySide6.QtOpenGL.QOpenGLFramebufferObject.FramebufferRestorePolicy) -> None: ...
    @overload
    @staticmethod
    def blitFramebuffer(target: PySide6.QtOpenGL.QOpenGLFramebufferObject, targetRect: PySide6.QtCore.QRect, source: PySide6.QtOpenGL.QOpenGLFramebufferObject, sourceRect: PySide6.QtCore.QRect, buffers: int = ..., filter: int = ...) -> None: ...
    def format(self) -> PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat: ...
    def handle(self) -> int: ...
    @staticmethod
    def hasOpenGLFramebufferBlit() -> bool: ...
    @staticmethod
    def hasOpenGLFramebufferObjects() -> bool: ...
    def height(self) -> int: ...
    def isBound(self) -> bool: ...
    def isValid(self) -> bool: ...
    def release(self) -> bool: ...
    def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment) -> None: ...
    def size(self) -> PySide6.QtCore.QSize: ...
    def sizes(self) -> List[PySide6.QtCore.QSize]: ...
    @overload
    def takeTexture(self) -> int: ...
    @overload
    def takeTexture(self, colorAttachmentIndex: int) -> int: ...
    def texture(self) -> int: ...
    def textures(self) -> List[int]: ...
    @overload
    def toImage(self, flipped: bool, colorAttachmentIndex: int) -> PySide6.QtGui.QImage: ...
    @overload
    def toImage(self, flipped: bool = ...) -> PySide6.QtGui.QImage: ...
    def width(self) -> int: ...


class QOpenGLFramebufferObjectFormat(Shiboken.Object):

    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, other: PySide6.QtOpenGL.QOpenGLFramebufferObjectFormat) -> None: ...

    @staticmethod
    def __copy__() -> None: ...
    def attachment(self) -> PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment: ...
    def internalTextureFormat(self) -> int: ...
    def mipmap(self) -> bool: ...
    def samples(self) -> int: ...
    def setAttachment(self, attachment: PySide6.QtOpenGL.QOpenGLFramebufferObject.Attachment) -> None: ...
    def setInternalTextureFormat(self, internalTextureFormat: int) -> None: ...
    def setMipmap(self, enabled: bool) -> None: ...
    def setSamples(self, samples: int) -> None: ...
    def setTextureTarget(self, target: int) -> None: ...
    def textureTarget(self) -> int: ...


class QOpenGLFunctions_1_0(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glIndexMask(self, mask: int) -> None: ...
    def glIndexd(self, c: float) -> None: ...
    def glIndexdv(self, c: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: 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: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexEnvf(self, target: int, pname: int, param: float) -> None: ...
    def glTexEnvfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glViewport(self, x: int, y: int, width: int, height: int) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_1(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: 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: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetColorTable(self, target: int, format: int, type: int, table: int) -> None: ...
    def glGetConvolutionFilter(self, target: int, format: int, type: int, image: int) -> None: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: 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: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_5(PySide6.QtOpenGL.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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteTextures(self, n: int, textures: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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 glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_0(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: 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: 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: Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_1(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: 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: 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: Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_0(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_1(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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 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: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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 glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI1i(self, index: int, x: int) -> None: ...
    def glVertexAttribI1iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_2_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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 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: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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 glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: Sequence[int]) -> None: ...
    def glMatrixMode(self, mode: int) -> None: ...
    def glMinmax(self, target: int, internalformat: int, sink: int) -> None: ...
    def glMultMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_3_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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 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: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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 glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: 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: 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: 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: 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: Sequence[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_4_0_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_0_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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 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: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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 glReadPixels(self, x: int, y: int, width: int, height: int, format: int, type: int, pixels: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: 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: 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: 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: Sequence[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_4_1_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_1_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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 glMinSampleShading(self, value: float) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: 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, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: 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 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: Sequence[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 glViewportArrayv(self, first: int, count: int, v: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiTexCoord1d(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: 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: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: 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, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: 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 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: Sequence[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 glViewportArrayv(self, first: int, count: int, v: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: Sequence[int]) -> None: ...
    def glReadBuffer(self, mode: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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 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: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[int], count: Sequence[int], drawcount: int) -> None: ...
    def glMultiDrawArraysIndirect(self, mode: int, indirect: int, drawcount: int, stride: int) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glQueryCounter(self, id: int, target: int) -> None: ...
    def glReadBuffer(self, mode: 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, index: int, mask: int) -> None: ...
    def glSamplerParameterIiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: 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: Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: Union[bytes, bytearray, memoryview]) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: Union[bytes, bytearray, memoryview]) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: 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: Sequence[int]) -> None: ...
    def glBindTexture(self, target: int, texture: int) -> None: ...
    def glBindTextures(self, first: int, count: int, textures: Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: Union[bytes, bytearray, memoryview]) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    def glGetCompressedTexImage(self, target: int, level: int, img: int) -> None: ...
    def glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetTexImage(self, target: int, level: int, format: int, type: int, pixels: int) -> None: ...
    def glGetUniformBlockIndex(self, program: int, uniformBlockName: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glHint(self, target: int, mode: int) -> None: ...
    def glInvalidateBufferData(self, buffer: int) -> None: ...
    def glInvalidateFramebuffer(self, target: int, numAttachments: int, attachments: Sequence[int]) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[int], count: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: Union[bytes, bytearray, memoryview]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Compatibility(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: 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: 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: Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glColor3dv(self, v: Sequence[float]) -> None: ...
    def glColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glColor3fv(self, v: Sequence[float]) -> None: ...
    def glColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glColor3iv(self, v: Sequence[int]) -> None: ...
    def glColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glColor3sv(self, v: Sequence[int]) -> None: ...
    def glColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glColor3uiv(self, v: Sequence[int]) -> None: ...
    def glColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glColor3usv(self, v: Sequence[int]) -> None: ...
    def glColor4b(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4dv(self, v: Sequence[float]) -> None: ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float) -> None: ...
    def glColor4fv(self, v: Sequence[float]) -> None: ...
    def glColor4i(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4iv(self, v: Sequence[int]) -> None: ...
    def glColor4s(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4sv(self, v: Sequence[int]) -> None: ...
    def glColor4ub(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glColor4ui(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4uiv(self, v: Sequence[int]) -> None: ...
    def glColor4us(self, red: int, green: int, blue: int, alpha: int) -> None: ...
    def glColor4usv(self, v: 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: Sequence[int]) -> None: ...
    def glColorP4ui(self, type: int, color: int) -> None: ...
    def glColorP4uiv(self, type: int, color: 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: Sequence[float]) -> None: ...
    def glColorTableParameteriv(self, target: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glConvolutionParameteri(self, target: int, pname: int, params: int) -> None: ...
    def glConvolutionParameteriv(self, target: int, pname: int, params: 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: Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: Union[bytes, bytearray, memoryview]) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteLists(self, list: int, range: int) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Sequence[float]) -> None: ...
    def glEvalCoord1f(self, u: float) -> None: ...
    def glEvalCoord1fv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2d(self, u: float, v: float) -> None: ...
    def glEvalCoord2dv(self, u: Sequence[float]) -> None: ...
    def glEvalCoord2f(self, u: float, v: float) -> None: ...
    def glEvalCoord2fv(self, u: 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: Sequence[float]) -> None: ...
    def glFogCoordf(self, coord: float) -> None: ...
    def glFogCoordfv(self, coord: Sequence[float]) -> None: ...
    def glFogf(self, pname: int, param: float) -> None: ...
    def glFogfv(self, pname: int, params: Sequence[float]) -> None: ...
    def glFogi(self, pname: int, param: int) -> None: ...
    def glFogiv(self, pname: int, params: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetGraphicsResetStatus(self) -> int: ...
    def glGetHistogram(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetMinmax(self, target: int, reset: int, format: int, type: int, values: int) -> None: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSeparableFilter(self, target: int, format: int, type: int, row: int, column: int, span: int) -> None: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glIndexf(self, c: float) -> None: ...
    def glIndexfv(self, c: Sequence[float]) -> None: ...
    def glIndexi(self, c: int) -> None: ...
    def glIndexiv(self, c: Sequence[int]) -> None: ...
    def glIndexs(self, c: int) -> None: ...
    def glIndexsv(self, c: Sequence[int]) -> None: ...
    def glIndexub(self, c: int) -> None: ...
    def glIndexubv(self, c: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[float]) -> None: ...
    def glLightModeli(self, pname: int, param: int) -> None: ...
    def glLightModeliv(self, pname: int, params: Sequence[int]) -> None: ...
    def glLightf(self, light: int, pname: int, param: float) -> None: ...
    def glLightfv(self, light: int, pname: int, params: Sequence[float]) -> None: ...
    def glLighti(self, light: int, pname: int, param: int) -> None: ...
    def glLightiv(self, light: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glLoadMatrixf(self, m: Sequence[float]) -> None: ...
    def glLoadName(self, name: int) -> None: ...
    def glLoadTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glLoadTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glLogicOp(self, opcode: int) -> None: ...
    def glMap1d(self, target: int, u1: float, u2: float, stride: int, order: int, points: Sequence[float]) -> None: ...
    def glMap1f(self, target: int, u1: float, u2: float, stride: int, order: int, points: 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: 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: 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: Sequence[float]) -> None: ...
    def glMateriali(self, face: int, pname: int, param: int) -> None: ...
    def glMaterialiv(self, face: int, pname: int, params: 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: Sequence[float]) -> None: ...
    def glMultMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixd(self, m: Sequence[float]) -> None: ...
    def glMultTransposeMatrixf(self, m: Sequence[float]) -> None: ...
    def glMultiDrawArrays(self, mode: int, first: Sequence[int], count: 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: Sequence[float]) -> None: ...
    def glMultiTexCoord1f(self, target: int, s: float) -> None: ...
    def glMultiTexCoord1fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord1i(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord1s(self, target: int, s: int) -> None: ...
    def glMultiTexCoord1sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2d(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2f(self, target: int, s: float, t: float) -> None: ...
    def glMultiTexCoord2fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord2i(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord2s(self, target: int, s: int, t: int) -> None: ...
    def glMultiTexCoord2sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3d(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3f(self, target: int, s: float, t: float, r: float) -> None: ...
    def glMultiTexCoord3fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord3i(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord3s(self, target: int, s: int, t: int, r: int) -> None: ...
    def glMultiTexCoord3sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4d(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4dv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4f(self, target: int, s: float, t: float, r: float, q: float) -> None: ...
    def glMultiTexCoord4fv(self, target: int, v: Sequence[float]) -> None: ...
    def glMultiTexCoord4i(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4iv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoord4s(self, target: int, s: int, t: int, r: int, q: int) -> None: ...
    def glMultiTexCoord4sv(self, target: int, v: Sequence[int]) -> None: ...
    def glMultiTexCoordP1ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP1uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP2ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP2uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP3ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP3uiv(self, texture: int, type: int, coords: Sequence[int]) -> None: ...
    def glMultiTexCoordP4ui(self, texture: int, type: int, coords: int) -> None: ...
    def glMultiTexCoordP4uiv(self, texture: int, type: int, coords: 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: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glNormal3d(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3dv(self, v: Sequence[float]) -> None: ...
    def glNormal3f(self, nx: float, ny: float, nz: float) -> None: ...
    def glNormal3fv(self, v: Sequence[float]) -> None: ...
    def glNormal3i(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3iv(self, v: Sequence[int]) -> None: ...
    def glNormal3s(self, nx: int, ny: int, nz: int) -> None: ...
    def glNormal3sv(self, v: Sequence[int]) -> None: ...
    def glNormalP3ui(self, type: int, coords: int) -> None: ...
    def glNormalP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glNormalPointer(self, type: int, stride: int, pointer: int) -> None: ...
    def glObjectLabel(self, identifier: int, name: int, length: int, label: Union[bytes, bytearray, memoryview]) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glPatchParameteri(self, pname: int, value: int) -> None: ...
    def glPauseTransformFeedback(self) -> None: ...
    def glPixelMapfv(self, map: int, mapsize: int, values: Sequence[float]) -> None: ...
    def glPixelMapuiv(self, map: int, mapsize: int, values: Sequence[int]) -> None: ...
    def glPixelMapusv(self, map: int, mapsize: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[int], priorities: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: 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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[float]) -> None: ...
    def glRasterPos2f(self, x: float, y: float) -> None: ...
    def glRasterPos2fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos2i(self, x: int, y: int) -> None: ...
    def glRasterPos2iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos2s(self, x: int, y: int) -> None: ...
    def glRasterPos2sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3d(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3f(self, x: float, y: float, z: float) -> None: ...
    def glRasterPos3fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos3i(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos3s(self, x: int, y: int, z: int) -> None: ...
    def glRasterPos3sv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4dv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glRasterPos4fv(self, v: Sequence[float]) -> None: ...
    def glRasterPos4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4iv(self, v: Sequence[int]) -> None: ...
    def glRasterPos4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glRasterPos4sv(self, v: 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: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float) -> None: ...
    def glRectfv(self, v1: Sequence[float], v2: Sequence[float]) -> None: ...
    def glRecti(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectiv(self, v1: Sequence[int], v2: Sequence[int]) -> None: ...
    def glRects(self, x1: int, y1: int, x2: int, y2: int) -> None: ...
    def glRectsv(self, v1: Sequence[int], v2: 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: 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: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glSecondaryColor3b(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3bv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3dv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float) -> None: ...
    def glSecondaryColor3fv(self, v: Sequence[float]) -> None: ...
    def glSecondaryColor3i(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3iv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3s(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3sv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3ub(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3ubv(self, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glSecondaryColor3ui(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3uiv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColor3us(self, red: int, green: int, blue: int) -> None: ...
    def glSecondaryColor3usv(self, v: Sequence[int]) -> None: ...
    def glSecondaryColorP3ui(self, type: int, color: int) -> None: ...
    def glSecondaryColorP3uiv(self, type: int, color: 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: 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: Sequence[float]) -> None: ...
    def glTexCoord1f(self, s: float) -> None: ...
    def glTexCoord1fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord1i(self, s: int) -> None: ...
    def glTexCoord1iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord1s(self, s: int) -> None: ...
    def glTexCoord1sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2d(self, s: float, t: float) -> None: ...
    def glTexCoord2dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2f(self, s: float, t: float) -> None: ...
    def glTexCoord2fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord2i(self, s: int, t: int) -> None: ...
    def glTexCoord2iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord2s(self, s: int, t: int) -> None: ...
    def glTexCoord2sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3d(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3f(self, s: float, t: float, r: float) -> None: ...
    def glTexCoord3fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord3i(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord3s(self, s: int, t: int, r: int) -> None: ...
    def glTexCoord3sv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4dv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float) -> None: ...
    def glTexCoord4fv(self, v: Sequence[float]) -> None: ...
    def glTexCoord4i(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4iv(self, v: Sequence[int]) -> None: ...
    def glTexCoord4s(self, s: int, t: int, r: int, q: int) -> None: ...
    def glTexCoord4sv(self, v: Sequence[int]) -> None: ...
    def glTexCoordP1ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP1uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP2ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP2uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP3ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP3uiv(self, type: int, coords: Sequence[int]) -> None: ...
    def glTexCoordP4ui(self, type: int, coords: int) -> None: ...
    def glTexCoordP4uiv(self, type: int, coords: 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: Sequence[float]) -> None: ...
    def glTexEnvi(self, target: int, pname: int, param: int) -> None: ...
    def glTexEnviv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexGend(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGendv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGenf(self, coord: int, pname: int, param: float) -> None: ...
    def glTexGenfv(self, coord: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexGeni(self, coord: int, pname: int, param: int) -> None: ...
    def glTexGeniv(self, coord: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTextureParameterIuiv(self, texture: int, pname: int, params: Sequence[int]) -> None: ...
    def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
    def glTextureParameterfv(self, texture: int, pname: int, param: Sequence[float]) -> None: ...
    def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
    def glTextureParameteriv(self, texture: int, pname: int, param: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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: Sequence[float]) -> None: ...
    def glVertex2f(self, x: float, y: float) -> None: ...
    def glVertex2fv(self, v: Sequence[float]) -> None: ...
    def glVertex2i(self, x: int, y: int) -> None: ...
    def glVertex2iv(self, v: Sequence[int]) -> None: ...
    def glVertex2s(self, x: int, y: int) -> None: ...
    def glVertex2sv(self, v: Sequence[int]) -> None: ...
    def glVertex3d(self, x: float, y: float, z: float) -> None: ...
    def glVertex3dv(self, v: Sequence[float]) -> None: ...
    def glVertex3f(self, x: float, y: float, z: float) -> None: ...
    def glVertex3fv(self, v: Sequence[float]) -> None: ...
    def glVertex3i(self, x: int, y: int, z: int) -> None: ...
    def glVertex3iv(self, v: Sequence[int]) -> None: ...
    def glVertex3s(self, x: int, y: int, z: int) -> None: ...
    def glVertex3sv(self, v: Sequence[int]) -> None: ...
    def glVertex4d(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4dv(self, v: Sequence[float]) -> None: ...
    def glVertex4f(self, x: float, y: float, z: float, w: float) -> None: ...
    def glVertex4fv(self, v: Sequence[float]) -> None: ...
    def glVertex4i(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4iv(self, v: Sequence[int]) -> None: ...
    def glVertex4s(self, x: int, y: int, z: int, w: int) -> None: ...
    def glVertex4sv(self, v: 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 glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glVertexP3ui(self, type: int, value: int) -> None: ...
    def glVertexP3uiv(self, type: int, value: Sequence[int]) -> None: ...
    def glVertexP4ui(self, type: int, value: int) -> None: ...
    def glVertexP4uiv(self, type: int, value: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def glWindowPos2d(self, x: float, y: float) -> None: ...
    def glWindowPos2dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2f(self, x: float, y: float) -> None: ...
    def glWindowPos2fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos2i(self, x: int, y: int) -> None: ...
    def glWindowPos2iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos2s(self, x: int, y: int) -> None: ...
    def glWindowPos2sv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3d(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3dv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3f(self, x: float, y: float, z: float) -> None: ...
    def glWindowPos3fv(self, v: Sequence[float]) -> None: ...
    def glWindowPos3i(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3iv(self, v: Sequence[int]) -> None: ...
    def glWindowPos3s(self, x: int, y: int, z: int) -> None: ...
    def glWindowPos3sv(self, v: Sequence[int]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Core(PySide6.QtOpenGL.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: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glBindBuffersRange(self, target: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], sizes: Sequence[int]) -> None: ...
    def glBindFragDataLocation(self, program: int, color: int, name: Union[bytes, bytearray, memoryview]) -> None: ...
    def glBindFragDataLocationIndexed(self, program: int, colorNumber: int, index: int, name: Union[bytes, bytearray, memoryview]) -> 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: 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: 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: Sequence[int]) -> None: ...
    def glBindTransformFeedback(self, target: int, id: int) -> None: ...
    def glBindVertexArray(self, array: int) -> None: ...
    def glBindVertexBuffers(self, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[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: Sequence[float]) -> None: ...
    def glClearBufferiv(self, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearBufferuiv(self, buffer: int, drawbuffer: int, value: 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: Sequence[float]) -> None: ...
    def glClearNamedFramebufferiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: Sequence[int]) -> None: ...
    def glClearNamedFramebufferuiv(self, framebuffer: int, buffer: int, drawbuffer: int, value: 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: Sequence[int], enabled: int) -> None: ...
    def glDebugMessageInsert(self, source: int, type: int, id: int, severity: int, length: int, buf: Union[bytes, bytearray, memoryview]) -> None: ...
    def glDeleteBuffers(self, n: int, buffers: Sequence[int]) -> None: ...
    def glDeleteFramebuffers(self, n: int, framebuffers: Sequence[int]) -> None: ...
    def glDeleteProgram(self, program: int) -> None: ...
    def glDeleteProgramPipelines(self, n: int, pipelines: Sequence[int]) -> None: ...
    def glDeleteQueries(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteRenderbuffers(self, n: int, renderbuffers: Sequence[int]) -> None: ...
    def glDeleteSamplers(self, count: int, samplers: Sequence[int]) -> None: ...
    def glDeleteShader(self, shader: int) -> None: ...
    def glDeleteTextures(self, n: int, textures: Sequence[int]) -> None: ...
    def glDeleteTransformFeedbacks(self, n: int, ids: Sequence[int]) -> None: ...
    def glDeleteVertexArrays(self, n: int, arrays: 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: 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: 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetBooleani_v(self, target: int, index: int) -> Union[bool, List[Any]]: ...
    def glGetBooleanv(self, pname: int) -> Union[bool, List[Any]]: ...
    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 glGetDoublei_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetDoublev(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetError(self) -> int: ...
    def glGetFloati_v(self, target: int, index: int) -> Union[float, List[Any]]: ...
    def glGetFloatv(self, pname: int) -> Union[float, List[Any]]: ...
    def glGetFragDataIndex(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetFragDataLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetGraphicsResetStatus(self) -> int: ...
    def glGetIntegeri_v(self, target: int, index: int) -> Union[int, List[Any]]: ...
    def glGetIntegerv(self, pname: int) -> Union[int, List[Any]]: ...
    def glGetProgramResourceIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocation(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetProgramResourceLocationIndex(self, program: int, programInterface: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetString(self, name: int) -> str: ...
    def glGetStringi(self, name: int, index: int) -> str: ...
    def glGetSubroutineIndex(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetSubroutineUniformLocation(self, program: int, shadertype: int, name: Union[bytes, bytearray, memoryview]) -> 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: Union[bytes, bytearray, memoryview]) -> int: ...
    def glGetUniformLocation(self, program: int, name: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int]) -> None: ...
    def glInvalidateNamedFramebufferSubData(self, framebuffer: int, numAttachments: int, attachments: Sequence[int], x: int, y: int, width: int, height: int) -> None: ...
    def glInvalidateSubFramebuffer(self, target: int, numAttachments: int, attachments: 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: Sequence[int], count: 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: 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: Union[bytes, bytearray, memoryview]) -> None: ...
    def glObjectPtrLabel(self, ptr: int, length: int, label: Union[bytes, bytearray, memoryview]) -> None: ...
    def glPatchParameterfv(self, pname: int, values: 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: Sequence[float]) -> None: ...
    def glPointParameteri(self, pname: int, param: int) -> None: ...
    def glPointParameteriv(self, pname: int, params: 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: Sequence[float]) -> None: ...
    def glProgramUniform1f(self, program: int, location: int, v0: float) -> None: ...
    def glProgramUniform1fv(self, program: int, location: int, count: int, value: Sequence[float]) -> None: ...
    def glProgramUniform1i(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1iv(self, program: int, location: int, count: int, value: Sequence[int]) -> None: ...
    def glProgramUniform1ui(self, program: int, location: int, v0: int) -> None: ...
    def glProgramUniform1uiv(self, program: int, location: int, count: int, value: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glProgramUniformMatrix2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix2x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix3x4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x2fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3dv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProgramUniformMatrix4x3fv(self, program: int, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glProvokingVertex(self, mode: int) -> None: ...
    def glPushDebugGroup(self, source: int, id: int, length: int, message: Union[bytes, bytearray, memoryview]) -> 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: Sequence[int]) -> None: ...
    def glSamplerParameterIuiv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glSamplerParameterf(self, sampler: int, pname: int, param: float) -> None: ...
    def glSamplerParameterfv(self, sampler: int, pname: int, param: Sequence[float]) -> None: ...
    def glSamplerParameteri(self, sampler: int, pname: int, param: int) -> None: ...
    def glSamplerParameteriv(self, sampler: int, pname: int, param: Sequence[int]) -> None: ...
    def glScissor(self, x: int, y: int, width: int, height: int) -> None: ...
    def glScissorArrayv(self, first: int, count: int, v: Sequence[int]) -> None: ...
    def glScissorIndexed(self, index: int, left: int, bottom: int, width: int, height: int) -> None: ...
    def glScissorIndexedv(self, index: int, v: Sequence[int]) -> None: ...
    def glShaderBinary(self, count: int, shaders: 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: Sequence[int]) -> None: ...
    def glTexParameterIuiv(self, target: int, pname: int, params: Sequence[int]) -> None: ...
    def glTexParameterf(self, target: int, pname: int, param: float) -> None: ...
    def glTexParameterfv(self, target: int, pname: int, params: Sequence[float]) -> None: ...
    def glTexParameteri(self, target: int, pname: int, param: int) -> None: ...
    def glTexParameteriv(self, target: int, pname: int, params: 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: Sequence[int]) -> None: ...
    def glTextureParameterIuiv(self, texture: int, pname: int, params: Sequence[int]) -> None: ...
    def glTextureParameterf(self, texture: int, pname: int, param: float) -> None: ...
    def glTextureParameterfv(self, texture: int, pname: int, param: Sequence[float]) -> None: ...
    def glTextureParameteri(self, texture: int, pname: int, param: int) -> None: ...
    def glTextureParameteriv(self, texture: int, pname: int, param: 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: Sequence[float]) -> None: ...
    def glUniform1f(self, location: int, v0: float) -> None: ...
    def glUniform1fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform1i(self, location: int, v0: int) -> None: ...
    def glUniform1iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform1ui(self, location: int, v0: int) -> None: ...
    def glUniform1uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2d(self, location: int, x: float, y: float) -> None: ...
    def glUniform2dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2f(self, location: int, v0: float, v1: float) -> None: ...
    def glUniform2fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform2i(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform2ui(self, location: int, v0: int, v1: int) -> None: ...
    def glUniform2uiv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3d(self, location: int, x: float, y: float, z: float) -> None: ...
    def glUniform3dv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3f(self, location: int, v0: float, v1: float, v2: float) -> None: ...
    def glUniform3fv(self, location: int, count: int, value: Sequence[float]) -> None: ...
    def glUniform3i(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3iv(self, location: int, count: int, value: Sequence[int]) -> None: ...
    def glUniform3ui(self, location: int, v0: int, v1: int, v2: int) -> None: ...
    def glUniform3uiv(self, location: int, count: int, value: 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: 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: 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: 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: Sequence[int]) -> None: ...
    def glUniformBlockBinding(self, program: int, uniformBlockIndex: int, uniformBlockBinding: int) -> None: ...
    def glUniformMatrix2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix2x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix3x4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x2fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3dv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformMatrix4x3fv(self, location: int, count: int, transpose: int, value: Sequence[float]) -> None: ...
    def glUniformSubroutinesuiv(self, shadertype: int, count: int, indices: 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 glVertexArrayVertexBuffers(self, vaobj: int, first: int, count: int, buffers: Sequence[int], offsets: Sequence[int], strides: Sequence[int]) -> None: ...
    def glVertexAttrib1d(self, index: int, x: float) -> None: ...
    def glVertexAttrib1dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1f(self, index: int, x: float) -> None: ...
    def glVertexAttrib1fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib1s(self, index: int, x: int) -> None: ...
    def glVertexAttrib1sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2f(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttrib2fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib2s(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttrib2sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3f(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttrib3fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib3s(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttrib3sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nbv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Niv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nsv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nub(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4Nubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4Nuiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4Nusv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4f(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttrib4fv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttrib4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4s(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttrib4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttrib4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttrib4usv(self, index: int, v: 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: Sequence[int]) -> None: ...
    def glVertexAttribI1ui(self, index: int, x: int) -> None: ...
    def glVertexAttribI1uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2i(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI2ui(self, index: int, x: int, y: int) -> None: ...
    def glVertexAttribI2uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3i(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI3ui(self, index: int, x: int, y: int, z: int) -> None: ...
    def glVertexAttribI3uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4bv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4i(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4iv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4sv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4ubv(self, index: int, v: Union[bytes, bytearray, memoryview]) -> None: ...
    def glVertexAttribI4ui(self, index: int, x: int, y: int, z: int, w: int) -> None: ...
    def glVertexAttribI4uiv(self, index: int, v: Sequence[int]) -> None: ...
    def glVertexAttribI4usv(self, index: int, v: 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: Sequence[float]) -> None: ...
    def glVertexAttribL2d(self, index: int, x: float, y: float) -> None: ...
    def glVertexAttribL2dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL3d(self, index: int, x: float, y: float, z: float) -> None: ...
    def glVertexAttribL3dv(self, index: int, v: Sequence[float]) -> None: ...
    def glVertexAttribL4d(self, index: int, x: float, y: float, z: float, w: float) -> None: ...
    def glVertexAttribL4dv(self, index: int, v: 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: 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: 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: 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: 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: Sequence[float]) -> None: ...
    def glViewportIndexedf(self, index: int, x: float, y: float, w: float, h: float) -> None: ...
    def glViewportIndexedfv(self, index: int, v: Sequence[float]) -> None: ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLPaintDevice(PySide6.QtGui.QPaintDevice):

    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, size: PySide6.QtCore.QSize) -> None: ...
    @overload
    def __init__(self, width: int, height: int) -> None: ...

    def context(self) -> PySide6.QtGui.QOpenGLContext: ...
    def devType(self) -> int: ...
    def dotsPerMeterX(self) -> float: ...
    def dotsPerMeterY(self) -> float: ...
    def ensureActiveTarget(self) -> None: ...
    def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric) -> int: ...
    def paintEngine(self) -> PySide6.QtGui.QPaintEngine: ...
    def paintFlipped(self) -> bool: ...
    def setDevicePixelRatio(self, devicePixelRatio: float) -> None: ...
    def setDotsPerMeterX(self, arg__1: float) -> None: ...
    def setDotsPerMeterY(self, arg__1: float) -> None: ...
    def setPaintFlipped(self, flipped: bool) -> None: ...
    def setSize(self, size: PySide6.QtCore.QSize) -> None: ...
    def size(self) -> PySide6.QtCore.QSize: ...


class QOpenGLPixelTransferOptions(Shiboken.Object):

    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, arg__1: PySide6.QtOpenGL.QOpenGLPixelTransferOptions) -> None: ...

    @staticmethod
    def __copy__() -> None: ...
    def alignment(self) -> int: ...
    def imageHeight(self) -> int: ...
    def isLeastSignificantBitFirst(self) -> bool: ...
    def isSwapBytesEnabled(self) -> bool: ...
    def rowLength(self) -> int: ...
    def setAlignment(self, alignment: int) -> None: ...
    def setImageHeight(self, imageHeight: int) -> None: ...
    def setLeastSignificantByteFirst(self, lsbFirst: bool) -> None: ...
    def setRowLength(self, rowLength: int) -> None: ...
    def setSkipImages(self, skipImages: int) -> None: ...
    def setSkipPixels(self, skipPixels: int) -> None: ...
    def setSkipRows(self, skipRows: int) -> None: ...
    def setSwapBytesEnabled(self, swapBytes: bool) -> None: ...
    def skipImages(self) -> int: ...
    def skipPixels(self) -> int: ...
    def skipRows(self) -> int: ...
    def swap(self, other: PySide6.QtOpenGL.QOpenGLPixelTransferOptions) -> None: ...


class QOpenGLShader(PySide6.QtCore.QObject):

    class ShaderTypeBit(enum.Flag):

        Vertex                   : QOpenGLShader.ShaderTypeBit = ... # 0x1
        Fragment                 : QOpenGLShader.ShaderTypeBit = ... # 0x2
        Geometry                 : QOpenGLShader.ShaderTypeBit = ... # 0x4
        TessellationControl      : QOpenGLShader.ShaderTypeBit = ... # 0x8
        TessellationEvaluation   : QOpenGLShader.ShaderTypeBit = ... # 0x10
        Compute                  : QOpenGLShader.ShaderTypeBit = ... # 0x20


    def __init__(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    @overload
    def compileSourceCode(self, source: str) -> bool: ...
    @overload
    def compileSourceCode(self, source: Union[bytes, bytearray, memoryview]) -> bool: ...
    @overload
    def compileSourceCode(self, source: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview]) -> bool: ...
    def compileSourceFile(self, fileName: str) -> bool: ...
    @staticmethod
    def hasOpenGLShaders(type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, context: Optional[PySide6.QtGui.QOpenGLContext] = ...) -> bool: ...
    def isCompiled(self) -> bool: ...
    def log(self) -> str: ...
    def shaderId(self) -> int: ...
    def shaderType(self) -> PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit: ...
    def sourceCode(self) -> PySide6.QtCore.QByteArray: ...


class QOpenGLShaderProgram(PySide6.QtCore.QObject):

    def __init__(self, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    @overload
    def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str) -> bool: ...
    @overload
    def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: Union[bytes, bytearray, memoryview]) -> bool: ...
    @overload
    def addCacheableShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview]) -> bool: ...
    def addCacheableShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str) -> bool: ...
    def addShader(self, shader: PySide6.QtOpenGL.QOpenGLShader) -> bool: ...
    @overload
    def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: str) -> bool: ...
    @overload
    def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: Union[bytes, bytearray, memoryview]) -> bool: ...
    @overload
    def addShaderFromSourceCode(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, source: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview]) -> bool: ...
    def addShaderFromSourceFile(self, type: PySide6.QtOpenGL.QOpenGLShader.ShaderTypeBit, fileName: str) -> bool: ...
    @overload
    def attributeLocation(self, name: str) -> int: ...
    @overload
    def attributeLocation(self, name: Union[bytes, bytearray, memoryview]) -> int: ...
    @overload
    def attributeLocation(self, name: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview]) -> int: ...
    def bind(self) -> bool: ...
    @overload
    def bindAttributeLocation(self, name: str, location: int) -> None: ...
    @overload
    def bindAttributeLocation(self, name: Union[bytes, bytearray, memoryview], location: int) -> None: ...
    @overload
    def bindAttributeLocation(self, name: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview], location: int) -> None: ...
    def create(self) -> bool: ...
    def defaultInnerTessellationLevels(self) -> List[float]: ...
    def defaultOuterTessellationLevels(self) -> List[float]: ...
    @overload
    def disableAttributeArray(self, location: int) -> None: ...
    @overload
    def disableAttributeArray(self, name: Union[bytes, bytearray, memoryview]) -> None: ...
    @overload
    def enableAttributeArray(self, location: int) -> None: ...
    @overload
    def enableAttributeArray(self, name: Union[bytes, bytearray, memoryview]) -> None: ...
    @staticmethod
    def hasOpenGLShaderPrograms(context: Optional[PySide6.QtGui.QOpenGLContext] = ...) -> bool: ...
    def isLinked(self) -> bool: ...
    def link(self) -> bool: ...
    def log(self) -> str: ...
    def maxGeometryOutputVertices(self) -> int: ...
    def patchVertexCount(self) -> int: ...
    def programId(self) -> int: ...
    def release(self) -> None: ...
    def removeAllShaders(self) -> None: ...
    def removeShader(self, shader: PySide6.QtOpenGL.QOpenGLShader) -> None: ...
    @overload
    def setAttributeArray(self, location: int, type: int, values: int, tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeArray(self, location: int, values: Sequence[float], tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeArray(self, name: Union[bytes, bytearray, memoryview], type: int, values: int, tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeArray(self, name: Union[bytes, bytearray, memoryview], values: Sequence[float], tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeBuffer(self, location: int, type: int, offset: int, tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeBuffer(self, name: Union[bytes, bytearray, memoryview], type: int, offset: int, tupleSize: int, stride: int = ...) -> None: ...
    @overload
    def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector2D) -> None: ...
    @overload
    def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector3D) -> None: ...
    @overload
    def setAttributeValue(self, location: int, value: PySide6.QtGui.QVector4D) -> None: ...
    @overload
    def setAttributeValue(self, location: int, value: float) -> None: ...
    @overload
    def setAttributeValue(self, location: int, value: Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, Any, PySide6.QtCore.Qt.GlobalColor, int]) -> None: ...
    @overload
    def setAttributeValue(self, location: int, values: Sequence[float], columns: int, rows: int) -> None: ...
    @overload
    def setAttributeValue(self, location: int, x: float, y: float) -> None: ...
    @overload
    def setAttributeValue(self, location: int, x: float, y: float, z: float) -> None: ...
    @overload
    def setAttributeValue(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector2D) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector3D) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector4D) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], value: float) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], value: Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, Any, PySide6.QtCore.Qt.GlobalColor, int]) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], values: Sequence[float], columns: int, rows: int) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float, z: float) -> None: ...
    @overload
    def setAttributeValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float, z: float, w: float) -> None: ...
    def setDefaultInnerTessellationLevels(self, levels: Sequence[float]) -> None: ...
    def setDefaultOuterTessellationLevels(self, levels: Sequence[float]) -> None: ...
    def setPatchVertexCount(self, count: int) -> None: ...
    @overload
    def setUniformValue(self, location: int, color: Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, Any, PySide6.QtCore.Qt.GlobalColor, int]) -> None: ...
    @overload
    def setUniformValue(self, location: int, point: PySide6.QtCore.QPoint) -> None: ...
    @overload
    def setUniformValue(self, location: int, point: Union[PySide6.QtCore.QPointF, PySide6.QtCore.QPoint, PySide6.QtGui.QPainterPath.Element]) -> None: ...
    @overload
    def setUniformValue(self, location: int, size: PySide6.QtCore.QSize) -> None: ...
    @overload
    def setUniformValue(self, location: int, size: Union[PySide6.QtCore.QSizeF, PySide6.QtCore.QSize]) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x2) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x3) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix2x4) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x2) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x3) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix3x4) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x2) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QMatrix4x3) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QTransform) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QVector2D) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QVector3D) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: PySide6.QtGui.QVector4D) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: float) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: Tuple[Tuple[float, float], Tuple[float, float]]) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: Tuple[Tuple[float, float, float], Tuple[float, float, float], Tuple[float, float, float]]) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: Tuple[Tuple[float, float, float, float], Tuple[float, float, float, float], Tuple[float, float, float, float], Tuple[float, float, float, float]]) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: int) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: Union[PySide6.QtGui.QMatrix4x4, PySide6.QtGui.QTransform]) -> None: ...
    @overload
    def setUniformValue(self, location: int, value: int) -> None: ...
    @overload
    def setUniformValue(self, location: int, x: float, y: float) -> None: ...
    @overload
    def setUniformValue(self, location: int, x: float, y: float, z: float) -> None: ...
    @overload
    def setUniformValue(self, location: int, x: float, y: float, z: float, w: float) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], color: Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, Any, PySide6.QtCore.Qt.GlobalColor, int]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], point: PySide6.QtCore.QPoint) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], point: Union[PySide6.QtCore.QPointF, PySide6.QtCore.QPoint, PySide6.QtGui.QPainterPath.Element]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], size: PySide6.QtCore.QSize) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], size: Union[PySide6.QtCore.QSizeF, PySide6.QtCore.QSize]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix2x2) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix2x3) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix2x4) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix3x2) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix3x3) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix3x4) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix4x2) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QMatrix4x3) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QTransform) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector2D) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector3D) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: PySide6.QtGui.QVector4D) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: Tuple[Tuple[float, float], Tuple[float, float]]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: Tuple[Tuple[float, float, float], Tuple[float, float, float], Tuple[float, float, float]]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: Tuple[Tuple[float, float, float, float], Tuple[float, float, float, float], Tuple[float, float, float, float], Tuple[float, float, float, float]]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], value: Union[PySide6.QtGui.QMatrix4x4, PySide6.QtGui.QTransform]) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float, z: float) -> None: ...
    @overload
    def setUniformValue(self, name: Union[bytes, bytearray, memoryview], x: float, y: float, z: float, w: float) -> None: ...
    @overload
    def setUniformValue1f(self, arg__1: Union[bytes, bytearray, memoryview], arg__2: float) -> None: ...
    @overload
    def setUniformValue1f(self, arg__1: int, arg__2: float) -> None: ...
    @overload
    def setUniformValue1i(self, arg__1: Union[bytes, bytearray, memoryview], arg__2: int) -> None: ...
    @overload
    def setUniformValue1i(self, arg__1: int, arg__2: int) -> None: ...
    @overload
    def setUniformValueArray(self, location: int, values: Sequence[float], count: int, tupleSize: int) -> None: ...
    @overload
    def setUniformValueArray(self, location: int, values: Sequence[int], count: int) -> None: ...
    @overload
    def setUniformValueArray(self, location: int, values: Sequence[int], count: int) -> None: ...
    @overload
    def setUniformValueArray(self, name: Union[bytes, bytearray, memoryview], values: Sequence[float], count: int, tupleSize: int) -> None: ...
    @overload
    def setUniformValueArray(self, name: Union[bytes, bytearray, memoryview], values: Sequence[int], count: int) -> None: ...
    @overload
    def setUniformValueArray(self, name: Union[bytes, bytearray, memoryview], values: Sequence[int], count: int) -> None: ...
    def shaders(self) -> List[PySide6.QtOpenGL.QOpenGLShader]: ...
    @overload
    def uniformLocation(self, name: str) -> int: ...
    @overload
    def uniformLocation(self, name: Union[bytes, bytearray, memoryview]) -> int: ...
    @overload
    def uniformLocation(self, name: Union[PySide6.QtCore.QByteArray, bytes, bytearray, memoryview]) -> int: ...


class QOpenGLTexture(Shiboken.Object):

    class BindingTarget(enum.Enum):

        BindingTarget1D          : QOpenGLTexture.BindingTarget = ... # 0x8068
        BindingTarget2D          : QOpenGLTexture.BindingTarget = ... # 0x8069
        BindingTarget3D          : QOpenGLTexture.BindingTarget = ... # 0x806a
        BindingTargetRectangle   : QOpenGLTexture.BindingTarget = ... # 0x84f6
        BindingTargetCubeMap     : QOpenGLTexture.BindingTarget = ... # 0x8514
        BindingTarget1DArray     : QOpenGLTexture.BindingTarget = ... # 0x8c1c
        BindingTarget2DArray     : QOpenGLTexture.BindingTarget = ... # 0x8c1d
        BindingTargetBuffer      : QOpenGLTexture.BindingTarget = ... # 0x8c2c
        BindingTargetCubeMapArray: QOpenGLTexture.BindingTarget = ... # 0x900a
        BindingTarget2DMultisample: QOpenGLTexture.BindingTarget = ... # 0x9104
        BindingTarget2DMultisampleArray: QOpenGLTexture.BindingTarget = ... # 0x9105

    class ComparisonFunction(enum.Enum):

        CompareNever             : QOpenGLTexture.ComparisonFunction = ... # 0x200
        CompareLess              : QOpenGLTexture.ComparisonFunction = ... # 0x201
        CompareEqual             : QOpenGLTexture.ComparisonFunction = ... # 0x202
        CompareLessEqual         : QOpenGLTexture.ComparisonFunction = ... # 0x203
        CompareGreater           : QOpenGLTexture.ComparisonFunction = ... # 0x204
        CommpareNotEqual         : QOpenGLTexture.ComparisonFunction = ... # 0x205
        CompareNotEqual          : QOpenGLTexture.ComparisonFunction = ... # 0x205
        CompareGreaterEqual      : QOpenGLTexture.ComparisonFunction = ... # 0x206
        CompareAlways            : QOpenGLTexture.ComparisonFunction = ... # 0x207

    class ComparisonMode(enum.Enum):

        CompareNone              : QOpenGLTexture.ComparisonMode = ... # 0x0
        CompareRefToTexture      : QOpenGLTexture.ComparisonMode = ... # 0x884e

    class CoordinateDirection(enum.Enum):

        DirectionS               : QOpenGLTexture.CoordinateDirection = ... # 0x2802
        DirectionT               : QOpenGLTexture.CoordinateDirection = ... # 0x2803
        DirectionR               : QOpenGLTexture.CoordinateDirection = ... # 0x8072

    class CubeMapFace(enum.Enum):

        CubeMapPositiveX         : QOpenGLTexture.CubeMapFace = ... # 0x8515
        CubeMapNegativeX         : QOpenGLTexture.CubeMapFace = ... # 0x8516
        CubeMapPositiveY         : QOpenGLTexture.CubeMapFace = ... # 0x8517
        CubeMapNegativeY         : QOpenGLTexture.CubeMapFace = ... # 0x8518
        CubeMapPositiveZ         : QOpenGLTexture.CubeMapFace = ... # 0x8519
        CubeMapNegativeZ         : QOpenGLTexture.CubeMapFace = ... # 0x851a

    class DepthStencilMode(enum.Enum):

        StencilMode              : QOpenGLTexture.DepthStencilMode = ... # 0x1901
        DepthMode                : QOpenGLTexture.DepthStencilMode = ... # 0x1902

    class Feature(enum.Flag):

        ImmutableStorage         : QOpenGLTexture.Feature = ... # 0x1
        ImmutableMultisampleStorage: QOpenGLTexture.Feature = ... # 0x2
        TextureRectangle         : QOpenGLTexture.Feature = ... # 0x4
        TextureArrays            : QOpenGLTexture.Feature = ... # 0x8
        Texture3D                : QOpenGLTexture.Feature = ... # 0x10
        TextureMultisample       : QOpenGLTexture.Feature = ... # 0x20
        TextureBuffer            : QOpenGLTexture.Feature = ... # 0x40
        TextureCubeMapArrays     : QOpenGLTexture.Feature = ... # 0x80
        Swizzle                  : QOpenGLTexture.Feature = ... # 0x100
        StencilTexturing         : QOpenGLTexture.Feature = ... # 0x200
        AnisotropicFiltering     : QOpenGLTexture.Feature = ... # 0x400
        NPOTTextures             : QOpenGLTexture.Feature = ... # 0x800
        NPOTTextureRepeat        : QOpenGLTexture.Feature = ... # 0x1000
        Texture1D                : QOpenGLTexture.Feature = ... # 0x2000
        TextureComparisonOperators: QOpenGLTexture.Feature = ... # 0x4000
        TextureMipMapLevel       : QOpenGLTexture.Feature = ... # 0x8000
        MaxFeatureFlag           : QOpenGLTexture.Feature = ... # 0x10000

    class Filter(enum.Enum):

        Nearest                  : QOpenGLTexture.Filter = ... # 0x2600
        Linear                   : QOpenGLTexture.Filter = ... # 0x2601
        NearestMipMapNearest     : QOpenGLTexture.Filter = ... # 0x2700
        LinearMipMapNearest      : QOpenGLTexture.Filter = ... # 0x2701
        NearestMipMapLinear      : QOpenGLTexture.Filter = ... # 0x2702
        LinearMipMapLinear       : QOpenGLTexture.Filter = ... # 0x2703

    class MipMapGeneration(enum.Enum):

        GenerateMipMaps          : QOpenGLTexture.MipMapGeneration = ... # 0x0
        DontGenerateMipMaps      : QOpenGLTexture.MipMapGeneration = ... # 0x1

    class PixelFormat(enum.Enum):

        NoSourceFormat           : QOpenGLTexture.PixelFormat = ... # 0x0
        Stencil                  : QOpenGLTexture.PixelFormat = ... # 0x1901
        Depth                    : QOpenGLTexture.PixelFormat = ... # 0x1902
        Red                      : QOpenGLTexture.PixelFormat = ... # 0x1903
        Alpha                    : QOpenGLTexture.PixelFormat = ... # 0x1906
        RGB                      : QOpenGLTexture.PixelFormat = ... # 0x1907
        RGBA                     : QOpenGLTexture.PixelFormat = ... # 0x1908
        Luminance                : QOpenGLTexture.PixelFormat = ... # 0x1909
        LuminanceAlpha           : QOpenGLTexture.PixelFormat = ... # 0x190a
        BGR                      : QOpenGLTexture.PixelFormat = ... # 0x80e0
        BGRA                     : QOpenGLTexture.PixelFormat = ... # 0x80e1
        RG                       : QOpenGLTexture.PixelFormat = ... # 0x8227
        RG_Integer               : QOpenGLTexture.PixelFormat = ... # 0x8228
        DepthStencil             : QOpenGLTexture.PixelFormat = ... # 0x84f9
        Red_Integer              : QOpenGLTexture.PixelFormat = ... # 0x8d94
        RGB_Integer              : QOpenGLTexture.PixelFormat = ... # 0x8d98
        RGBA_Integer             : QOpenGLTexture.PixelFormat = ... # 0x8d99
        BGR_Integer              : QOpenGLTexture.PixelFormat = ... # 0x8d9a
        BGRA_Integer             : QOpenGLTexture.PixelFormat = ... # 0x8d9b

    class PixelType(enum.Enum):

        NoPixelType              : QOpenGLTexture.PixelType = ... # 0x0
        Int8                     : QOpenGLTexture.PixelType = ... # 0x1400
        UInt8                    : QOpenGLTexture.PixelType = ... # 0x1401
        Int16                    : QOpenGLTexture.PixelType = ... # 0x1402
        UInt16                   : QOpenGLTexture.PixelType = ... # 0x1403
        Int32                    : QOpenGLTexture.PixelType = ... # 0x1404
        UInt32                   : QOpenGLTexture.PixelType = ... # 0x1405
        Float32                  : QOpenGLTexture.PixelType = ... # 0x1406
        Float16                  : QOpenGLTexture.PixelType = ... # 0x140b
        UInt8_RG3B2              : QOpenGLTexture.PixelType = ... # 0x8032
        UInt16_RGBA4             : QOpenGLTexture.PixelType = ... # 0x8033
        UInt16_RGB5A1            : QOpenGLTexture.PixelType = ... # 0x8034
        UInt32_RGBA8             : QOpenGLTexture.PixelType = ... # 0x8035
        UInt32_RGB10A2           : QOpenGLTexture.PixelType = ... # 0x8036
        UInt8_RG3B2_Rev          : QOpenGLTexture.PixelType = ... # 0x8362
        UInt16_R5G6B5            : QOpenGLTexture.PixelType = ... # 0x8363
        UInt16_R5G6B5_Rev        : QOpenGLTexture.PixelType = ... # 0x8364
        UInt16_RGBA4_Rev         : QOpenGLTexture.PixelType = ... # 0x8365
        UInt16_RGB5A1_Rev        : QOpenGLTexture.PixelType = ... # 0x8366
        UInt32_RGBA8_Rev         : QOpenGLTexture.PixelType = ... # 0x8367
        UInt32_RGB10A2_Rev       : QOpenGLTexture.PixelType = ... # 0x8368
        UInt32_D24S8             : QOpenGLTexture.PixelType = ... # 0x84fa
        UInt32_RG11B10F          : QOpenGLTexture.PixelType = ... # 0x8c3b
        UInt32_RGB9_E5           : QOpenGLTexture.PixelType = ... # 0x8c3e
        Float16OES               : QOpenGLTexture.PixelType = ... # 0x8d61
        Float32_D32_UInt32_S8_X24: QOpenGLTexture.PixelType = ... # 0x8dad

    class SwizzleComponent(enum.Enum):

        SwizzleRed               : QOpenGLTexture.SwizzleComponent = ... # 0x8e42
        SwizzleGreen             : QOpenGLTexture.SwizzleComponent = ... # 0x8e43
        SwizzleBlue              : QOpenGLTexture.SwizzleComponent = ... # 0x8e44
        SwizzleAlpha             : QOpenGLTexture.SwizzleComponent = ... # 0x8e45

    class SwizzleValue(enum.Enum):

        ZeroValue                : QOpenGLTexture.SwizzleValue = ... # 0x0
        OneValue                 : QOpenGLTexture.SwizzleValue = ... # 0x1
        RedValue                 : QOpenGLTexture.SwizzleValue = ... # 0x1903
        GreenValue               : QOpenGLTexture.SwizzleValue = ... # 0x1904
        BlueValue                : QOpenGLTexture.SwizzleValue = ... # 0x1905
        AlphaValue               : QOpenGLTexture.SwizzleValue = ... # 0x1906

    class Target(enum.Enum):

        Target1D                 : QOpenGLTexture.Target = ... # 0xde0
        Target2D                 : QOpenGLTexture.Target = ... # 0xde1
        Target3D                 : QOpenGLTexture.Target = ... # 0x806f
        TargetRectangle          : QOpenGLTexture.Target = ... # 0x84f5
        TargetCubeMap            : QOpenGLTexture.Target = ... # 0x8513
        Target1DArray            : QOpenGLTexture.Target = ... # 0x8c18
        Target2DArray            : QOpenGLTexture.Target = ... # 0x8c1a
        TargetBuffer             : QOpenGLTexture.Target = ... # 0x8c2a
        TargetCubeMapArray       : QOpenGLTexture.Target = ... # 0x9009
        Target2DMultisample      : QOpenGLTexture.Target = ... # 0x9100
        Target2DMultisampleArray : QOpenGLTexture.Target = ... # 0x9102

    class TextureFormat(enum.Enum):

        NoFormat                 : QOpenGLTexture.TextureFormat = ... # 0x0
        DepthFormat              : QOpenGLTexture.TextureFormat = ... # 0x1902
        AlphaFormat              : QOpenGLTexture.TextureFormat = ... # 0x1906
        RGBFormat                : QOpenGLTexture.TextureFormat = ... # 0x1907
        RGBAFormat               : QOpenGLTexture.TextureFormat = ... # 0x1908
        LuminanceFormat          : QOpenGLTexture.TextureFormat = ... # 0x1909
        LuminanceAlphaFormat     : QOpenGLTexture.TextureFormat = ... # 0x190a
        RG3B2                    : QOpenGLTexture.TextureFormat = ... # 0x2a10
        RGB8_UNorm               : QOpenGLTexture.TextureFormat = ... # 0x8051
        RGB16_UNorm              : QOpenGLTexture.TextureFormat = ... # 0x8054
        RGBA4                    : QOpenGLTexture.TextureFormat = ... # 0x8056
        RGB5A1                   : QOpenGLTexture.TextureFormat = ... # 0x8057
        RGBA8_UNorm              : QOpenGLTexture.TextureFormat = ... # 0x8058
        RGBA16_UNorm             : QOpenGLTexture.TextureFormat = ... # 0x805b
        D16                      : QOpenGLTexture.TextureFormat = ... # 0x81a5
        D24                      : QOpenGLTexture.TextureFormat = ... # 0x81a6
        D32                      : QOpenGLTexture.TextureFormat = ... # 0x81a7
        R8_UNorm                 : QOpenGLTexture.TextureFormat = ... # 0x8229
        R16_UNorm                : QOpenGLTexture.TextureFormat = ... # 0x822a
        RG8_UNorm                : QOpenGLTexture.TextureFormat = ... # 0x822b
        RG16_UNorm               : QOpenGLTexture.TextureFormat = ... # 0x822c
        R16F                     : QOpenGLTexture.TextureFormat = ... # 0x822d
        R32F                     : QOpenGLTexture.TextureFormat = ... # 0x822e
        RG16F                    : QOpenGLTexture.TextureFormat = ... # 0x822f
        RG32F                    : QOpenGLTexture.TextureFormat = ... # 0x8230
        R8I                      : QOpenGLTexture.TextureFormat = ... # 0x8231
        R8U                      : QOpenGLTexture.TextureFormat = ... # 0x8232
        R16I                     : QOpenGLTexture.TextureFormat = ... # 0x8233
        R16U                     : QOpenGLTexture.TextureFormat = ... # 0x8234
        R32I                     : QOpenGLTexture.TextureFormat = ... # 0x8235
        R32U                     : QOpenGLTexture.TextureFormat = ... # 0x8236
        RG8I                     : QOpenGLTexture.TextureFormat = ... # 0x8237
        RG8U                     : QOpenGLTexture.TextureFormat = ... # 0x8238
        RG16I                    : QOpenGLTexture.TextureFormat = ... # 0x8239
        RG16U                    : QOpenGLTexture.TextureFormat = ... # 0x823a
        RG32I                    : QOpenGLTexture.TextureFormat = ... # 0x823b
        RG32U                    : QOpenGLTexture.TextureFormat = ... # 0x823c
        RGB_DXT1                 : QOpenGLTexture.TextureFormat = ... # 0x83f0
        RGBA_DXT1                : QOpenGLTexture.TextureFormat = ... # 0x83f1
        RGBA_DXT3                : QOpenGLTexture.TextureFormat = ... # 0x83f2
        RGBA_DXT5                : QOpenGLTexture.TextureFormat = ... # 0x83f3
        RGBA32F                  : QOpenGLTexture.TextureFormat = ... # 0x8814
        RGB32F                   : QOpenGLTexture.TextureFormat = ... # 0x8815
        RGBA16F                  : QOpenGLTexture.TextureFormat = ... # 0x881a
        RGB16F                   : QOpenGLTexture.TextureFormat = ... # 0x881b
        D24S8                    : QOpenGLTexture.TextureFormat = ... # 0x88f0
        RG11B10F                 : QOpenGLTexture.TextureFormat = ... # 0x8c3a
        RGB9E5                   : QOpenGLTexture.TextureFormat = ... # 0x8c3d
        SRGB8                    : QOpenGLTexture.TextureFormat = ... # 0x8c41
        SRGB8_Alpha8             : QOpenGLTexture.TextureFormat = ... # 0x8c43
        SRGB_DXT1                : QOpenGLTexture.TextureFormat = ... # 0x8c4c
        SRGB_Alpha_DXT1          : QOpenGLTexture.TextureFormat = ... # 0x8c4d
        SRGB_Alpha_DXT3          : QOpenGLTexture.TextureFormat = ... # 0x8c4e
        SRGB_Alpha_DXT5          : QOpenGLTexture.TextureFormat = ... # 0x8c4f
        D32F                     : QOpenGLTexture.TextureFormat = ... # 0x8cac
        D32FS8X24                : QOpenGLTexture.TextureFormat = ... # 0x8cad
        S8                       : QOpenGLTexture.TextureFormat = ... # 0x8d48
        R5G6B5                   : QOpenGLTexture.TextureFormat = ... # 0x8d62
        RGB8_ETC1                : QOpenGLTexture.TextureFormat = ... # 0x8d64
        RGBA32U                  : QOpenGLTexture.TextureFormat = ... # 0x8d70
        RGB32U                   : QOpenGLTexture.TextureFormat = ... # 0x8d71
        RGBA16U                  : QOpenGLTexture.TextureFormat = ... # 0x8d76
        RGB16U                   : QOpenGLTexture.TextureFormat = ... # 0x8d77
        RGBA8U                   : QOpenGLTexture.TextureFormat = ... # 0x8d7c
        RGB8U                    : QOpenGLTexture.TextureFormat = ... # 0x8d7d
        RGBA32I                  : QOpenGLTexture.TextureFormat = ... # 0x8d82
        RGB32I                   : QOpenGLTexture.TextureFormat = ... # 0x8d83
        RGBA16I                  : QOpenGLTexture.TextureFormat = ... # 0x8d88
        RGB16I                   : QOpenGLTexture.TextureFormat = ... # 0x8d89
        RGBA8I                   : QOpenGLTexture.TextureFormat = ... # 0x8d8e
        RGB8I                    : QOpenGLTexture.TextureFormat = ... # 0x8d8f
        R_ATI1N_UNorm            : QOpenGLTexture.TextureFormat = ... # 0x8dbb
        R_ATI1N_SNorm            : QOpenGLTexture.TextureFormat = ... # 0x8dbc
        RG_ATI2N_UNorm           : QOpenGLTexture.TextureFormat = ... # 0x8dbd
        RG_ATI2N_SNorm           : QOpenGLTexture.TextureFormat = ... # 0x8dbe
        RGB_BP_UNorm             : QOpenGLTexture.TextureFormat = ... # 0x8e8c
        SRGB_BP_UNorm            : QOpenGLTexture.TextureFormat = ... # 0x8e8d
        RGB_BP_SIGNED_FLOAT      : QOpenGLTexture.TextureFormat = ... # 0x8e8e
        RGB_BP_UNSIGNED_FLOAT    : QOpenGLTexture.TextureFormat = ... # 0x8e8f
        R8_SNorm                 : QOpenGLTexture.TextureFormat = ... # 0x8f94
        RG8_SNorm                : QOpenGLTexture.TextureFormat = ... # 0x8f95
        RGB8_SNorm               : QOpenGLTexture.TextureFormat = ... # 0x8f96
        RGBA8_SNorm              : QOpenGLTexture.TextureFormat = ... # 0x8f97
        R16_SNorm                : QOpenGLTexture.TextureFormat = ... # 0x8f98
        RG16_SNorm               : QOpenGLTexture.TextureFormat = ... # 0x8f99
        RGB16_SNorm              : QOpenGLTexture.TextureFormat = ... # 0x8f9a
        RGBA16_SNorm             : QOpenGLTexture.TextureFormat = ... # 0x8f9b
        RGB10A2                  : QOpenGLTexture.TextureFormat = ... # 0x906f
        R11_EAC_UNorm            : QOpenGLTexture.TextureFormat = ... # 0x9270
        R11_EAC_SNorm            : QOpenGLTexture.TextureFormat = ... # 0x9271
        RG11_EAC_UNorm           : QOpenGLTexture.TextureFormat = ... # 0x9272
        RG11_EAC_SNorm           : QOpenGLTexture.TextureFormat = ... # 0x9273
        RGB8_ETC2                : QOpenGLTexture.TextureFormat = ... # 0x9274
        SRGB8_ETC2               : QOpenGLTexture.TextureFormat = ... # 0x9275
        RGB8_PunchThrough_Alpha1_ETC2: QOpenGLTexture.TextureFormat = ... # 0x9276
        SRGB8_PunchThrough_Alpha1_ETC2: QOpenGLTexture.TextureFormat = ... # 0x9277
        RGBA8_ETC2_EAC           : QOpenGLTexture.TextureFormat = ... # 0x9278
        SRGB8_Alpha8_ETC2_EAC    : QOpenGLTexture.TextureFormat = ... # 0x9279
        RGBA_ASTC_4x4            : QOpenGLTexture.TextureFormat = ... # 0x93b0
        RGBA_ASTC_5x4            : QOpenGLTexture.TextureFormat = ... # 0x93b1
        RGBA_ASTC_5x5            : QOpenGLTexture.TextureFormat = ... # 0x93b2
        RGBA_ASTC_6x5            : QOpenGLTexture.TextureFormat = ... # 0x93b3
        RGBA_ASTC_6x6            : QOpenGLTexture.TextureFormat = ... # 0x93b4
        RGBA_ASTC_8x5            : QOpenGLTexture.TextureFormat = ... # 0x93b5
        RGBA_ASTC_8x6            : QOpenGLTexture.TextureFormat = ... # 0x93b6
        RGBA_ASTC_8x8            : QOpenGLTexture.TextureFormat = ... # 0x93b7
        RGBA_ASTC_10x5           : QOpenGLTexture.TextureFormat = ... # 0x93b8
        RGBA_ASTC_10x6           : QOpenGLTexture.TextureFormat = ... # 0x93b9
        RGBA_ASTC_10x8           : QOpenGLTexture.TextureFormat = ... # 0x93ba
        RGBA_ASTC_10x10          : QOpenGLTexture.TextureFormat = ... # 0x93bb
        RGBA_ASTC_12x10          : QOpenGLTexture.TextureFormat = ... # 0x93bc
        RGBA_ASTC_12x12          : QOpenGLTexture.TextureFormat = ... # 0x93bd
        SRGB8_Alpha8_ASTC_4x4    : QOpenGLTexture.TextureFormat = ... # 0x93d0
        SRGB8_Alpha8_ASTC_5x4    : QOpenGLTexture.TextureFormat = ... # 0x93d1
        SRGB8_Alpha8_ASTC_5x5    : QOpenGLTexture.TextureFormat = ... # 0x93d2
        SRGB8_Alpha8_ASTC_6x5    : QOpenGLTexture.TextureFormat = ... # 0x93d3
        SRGB8_Alpha8_ASTC_6x6    : QOpenGLTexture.TextureFormat = ... # 0x93d4
        SRGB8_Alpha8_ASTC_8x5    : QOpenGLTexture.TextureFormat = ... # 0x93d5
        SRGB8_Alpha8_ASTC_8x6    : QOpenGLTexture.TextureFormat = ... # 0x93d6
        SRGB8_Alpha8_ASTC_8x8    : QOpenGLTexture.TextureFormat = ... # 0x93d7
        SRGB8_Alpha8_ASTC_10x5   : QOpenGLTexture.TextureFormat = ... # 0x93d8
        SRGB8_Alpha8_ASTC_10x6   : QOpenGLTexture.TextureFormat = ... # 0x93d9
        SRGB8_Alpha8_ASTC_10x8   : QOpenGLTexture.TextureFormat = ... # 0x93da
        SRGB8_Alpha8_ASTC_10x10  : QOpenGLTexture.TextureFormat = ... # 0x93db
        SRGB8_Alpha8_ASTC_12x10  : QOpenGLTexture.TextureFormat = ... # 0x93dc
        SRGB8_Alpha8_ASTC_12x12  : QOpenGLTexture.TextureFormat = ... # 0x93dd

    class TextureFormatClass(enum.Enum):

        NoFormatClass            : QOpenGLTexture.TextureFormatClass = ... # 0x0
        FormatClass_128Bit       : QOpenGLTexture.TextureFormatClass = ... # 0x1
        FormatClass_96Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x2
        FormatClass_64Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x3
        FormatClass_48Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x4
        FormatClass_32Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x5
        FormatClass_24Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x6
        FormatClass_16Bit        : QOpenGLTexture.TextureFormatClass = ... # 0x7
        FormatClass_8Bit         : QOpenGLTexture.TextureFormatClass = ... # 0x8
        FormatClass_RGTC1_R      : QOpenGLTexture.TextureFormatClass = ... # 0x9
        FormatClass_RGTC2_RG     : QOpenGLTexture.TextureFormatClass = ... # 0xa
        FormatClass_BPTC_Unorm   : QOpenGLTexture.TextureFormatClass = ... # 0xb
        FormatClass_BPTC_Float   : QOpenGLTexture.TextureFormatClass = ... # 0xc
        FormatClass_S3TC_DXT1_RGB: QOpenGLTexture.TextureFormatClass = ... # 0xd
        FormatClass_S3TC_DXT1_RGBA: QOpenGLTexture.TextureFormatClass = ... # 0xe
        FormatClass_S3TC_DXT3_RGBA: QOpenGLTexture.TextureFormatClass = ... # 0xf
        FormatClass_S3TC_DXT5_RGBA: QOpenGLTexture.TextureFormatClass = ... # 0x10
        FormatClass_Unique       : QOpenGLTexture.TextureFormatClass = ... # 0x11

    class TextureUnitReset(enum.Enum):

        ResetTextureUnit         : QOpenGLTexture.TextureUnitReset = ... # 0x0
        DontResetTextureUnit     : QOpenGLTexture.TextureUnitReset = ... # 0x1

    class WrapMode(enum.Enum):

        Repeat                   : QOpenGLTexture.WrapMode = ... # 0x2901
        ClampToBorder            : QOpenGLTexture.WrapMode = ... # 0x812d
        ClampToEdge              : QOpenGLTexture.WrapMode = ... # 0x812f
        MirroredRepeat           : QOpenGLTexture.WrapMode = ... # 0x8370


    @overload
    def __init__(self, image: Union[PySide6.QtGui.QImage, str], genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ...
    @overload
    def __init__(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target) -> None: ...

    @overload
    def allocateStorage(self) -> None: ...
    @overload
    def allocateStorage(self, pixelFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, pixelType: PySide6.QtOpenGL.QOpenGLTexture.PixelType) -> None: ...
    @overload
    def bind(self) -> None: ...
    @overload
    def bind(self, unit: int, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ...
    def borderColor(self) -> PySide6.QtGui.QColor: ...
    @overload
    @staticmethod
    def boundTextureId(target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget) -> int: ...
    @overload
    @staticmethod
    def boundTextureId(unit: int, target: PySide6.QtOpenGL.QOpenGLTexture.BindingTarget) -> int: ...
    def comparisonFunction(self) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction: ...
    def comparisonMode(self) -> PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode: ...
    def create(self) -> bool: ...
    def createTextureView(self, target: PySide6.QtOpenGL.QOpenGLTexture.Target, viewFormat: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat, minimumMipmapLevel: int, maximumMipmapLevel: int, minimumLayer: int, maximumLayer: int) -> PySide6.QtOpenGL.QOpenGLTexture: ...
    def depth(self) -> int: ...
    def depthStencilMode(self) -> PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode: ...
    def destroy(self) -> None: ...
    def faces(self) -> int: ...
    def format(self) -> PySide6.QtOpenGL.QOpenGLTexture.TextureFormat: ...
    @overload
    def generateMipMaps(self) -> None: ...
    @overload
    def generateMipMaps(self, baseLevel: int, resetBaseLevel: bool = ...) -> None: ...
    @staticmethod
    def hasFeature(feature: PySide6.QtOpenGL.QOpenGLTexture.Feature) -> bool: ...
    def height(self) -> int: ...
    def isAutoMipMapGenerationEnabled(self) -> bool: ...
    @overload
    def isBound(self) -> bool: ...
    @overload
    def isBound(self, unit: int) -> bool: ...
    def isCreated(self) -> bool: ...
    def isFixedSamplePositions(self) -> bool: ...
    def isStorageAllocated(self) -> bool: ...
    def isTextureView(self) -> bool: ...
    def layers(self) -> int: ...
    def levelOfDetailRange(self) -> Tuple[float, float]: ...
    def levelofDetailBias(self) -> float: ...
    def magnificationFilter(self) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ...
    def maximumAnisotropy(self) -> float: ...
    def maximumLevelOfDetail(self) -> float: ...
    def maximumMipLevels(self) -> int: ...
    def minMagFilters(self) -> Tuple[PySide6.QtOpenGL.QOpenGLTexture.Filter, PySide6.QtOpenGL.QOpenGLTexture.Filter]: ...
    def minificationFilter(self) -> PySide6.QtOpenGL.QOpenGLTexture.Filter: ...
    def minimumLevelOfDetail(self) -> float: ...
    def mipBaseLevel(self) -> int: ...
    def mipLevelRange(self) -> Tuple[int, int]: ...
    def mipLevels(self) -> int: ...
    def mipMaxLevel(self) -> int: ...
    @overload
    def release(self) -> None: ...
    @overload
    def release(self, unit: int, reset: PySide6.QtOpenGL.QOpenGLTexture.TextureUnitReset = ...) -> None: ...
    def samples(self) -> int: ...
    def setAutoMipMapGenerationEnabled(self, enabled: bool) -> None: ...
    @overload
    def setBorderColor(self, color: Union[PySide6.QtGui.QColor, str, PySide6.QtGui.QRgba64, Any, PySide6.QtCore.Qt.GlobalColor, int]) -> None: ...
    @overload
    def setBorderColor(self, r: float, g: float, b: float, a: float) -> None: ...
    @overload
    def setBorderColor(self, r: int, g: int, b: int, a: int) -> None: ...
    @overload
    def setBorderColor(self, r: int, g: int, b: int, a: int) -> None: ...
    def setComparisonFunction(self, function: PySide6.QtOpenGL.QOpenGLTexture.ComparisonFunction) -> None: ...
    def setComparisonMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.ComparisonMode) -> None: ...
    @overload
    def setCompressedData(self, dataSize: int, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setCompressedData(self, mipLevel: int, dataSize: int, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setCompressedData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setCompressedData(self, mipLevel: int, layer: int, dataSize: int, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setCompressedData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, dataSize: int, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, image: Union[PySide6.QtGui.QImage, str], genMipMaps: PySide6.QtOpenGL.QOpenGLTexture.MipMapGeneration = ...) -> None: ...
    @overload
    def setData(self, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, mipLevel: int, layer: int, layerCount: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, layerCount: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, cubeFace: PySide6.QtOpenGL.QOpenGLTexture.CubeMapFace, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, layer: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, mipLevel: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    @overload
    def setData(self, xOffset: int, yOffset: int, zOffset: int, width: int, height: int, depth: int, sourceFormat: PySide6.QtOpenGL.QOpenGLTexture.PixelFormat, sourceType: PySide6.QtOpenGL.QOpenGLTexture.PixelType, data: int, options: Optional[PySide6.QtOpenGL.QOpenGLPixelTransferOptions] = ...) -> None: ...
    def setDepthStencilMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.DepthStencilMode) -> None: ...
    def setFixedSamplePositions(self, fixed: bool) -> None: ...
    def setFormat(self, format: PySide6.QtOpenGL.QOpenGLTexture.TextureFormat) -> None: ...
    def setLayers(self, layers: int) -> None: ...
    def setLevelOfDetailRange(self, min: float, max: float) -> None: ...
    def setLevelofDetailBias(self, bias: float) -> None: ...
    def setMagnificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter) -> None: ...
    def setMaximumAnisotropy(self, anisotropy: float) -> None: ...
    def setMaximumLevelOfDetail(self, value: float) -> None: ...
    def setMinMagFilters(self, minificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter, magnificationFilter: PySide6.QtOpenGL.QOpenGLTexture.Filter) -> None: ...
    def setMinificationFilter(self, filter: PySide6.QtOpenGL.QOpenGLTexture.Filter) -> None: ...
    def setMinimumLevelOfDetail(self, value: float) -> None: ...
    def setMipBaseLevel(self, baseLevel: int) -> None: ...
    def setMipLevelRange(self, baseLevel: int, maxLevel: int) -> None: ...
    def setMipLevels(self, levels: int) -> None: ...
    def setMipMaxLevel(self, maxLevel: int) -> None: ...
    def setSamples(self, samples: int) -> None: ...
    def setSize(self, width: int, height: int = ..., depth: int = ...) -> None: ...
    @overload
    def setSwizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent, value: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue) -> None: ...
    @overload
    def setSwizzleMask(self, r: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, g: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, b: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue, a: PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue) -> None: ...
    @overload
    def setWrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode) -> None: ...
    @overload
    def setWrapMode(self, mode: PySide6.QtOpenGL.QOpenGLTexture.WrapMode) -> None: ...
    def swizzleMask(self, component: PySide6.QtOpenGL.QOpenGLTexture.SwizzleComponent) -> PySide6.QtOpenGL.QOpenGLTexture.SwizzleValue: ...
    def target(self) -> PySide6.QtOpenGL.QOpenGLTexture.Target: ...
    def textureId(self) -> int: ...
    def width(self) -> int: ...
    def wrapMode(self, direction: PySide6.QtOpenGL.QOpenGLTexture.CoordinateDirection) -> PySide6.QtOpenGL.QOpenGLTexture.WrapMode: ...


class QOpenGLTextureBlitter(Shiboken.Object):

    class Origin(enum.Enum):

        OriginBottomLeft         : QOpenGLTextureBlitter.Origin = ... # 0x0
        OriginTopLeft            : QOpenGLTextureBlitter.Origin = ... # 0x1


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

    def bind(self, target: int = ...) -> None: ...
    @overload
    def blit(self, texture: int, targetTransform: Union[PySide6.QtGui.QMatrix4x4, PySide6.QtGui.QTransform], sourceOrigin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin) -> None: ...
    @overload
    def blit(self, texture: int, targetTransform: Union[PySide6.QtGui.QMatrix4x4, PySide6.QtGui.QTransform], sourceTransform: PySide6.QtGui.QMatrix3x3) -> None: ...
    def create(self) -> bool: ...
    def destroy(self) -> None: ...
    def isCreated(self) -> bool: ...
    def release(self) -> None: ...
    def setOpacity(self, opacity: float) -> None: ...
    def setRedBlueSwizzle(self, swizzle: bool) -> None: ...
    @staticmethod
    def sourceTransform(subTexture: Union[PySide6.QtCore.QRectF, PySide6.QtCore.QRect], textureSize: PySide6.QtCore.QSize, origin: PySide6.QtOpenGL.QOpenGLTextureBlitter.Origin) -> PySide6.QtGui.QMatrix3x3: ...
    def supportsExternalOESTarget(self) -> bool: ...
    def supportsRectangleTarget(self) -> bool: ...
    @staticmethod
    def targetTransform(target: Union[PySide6.QtCore.QRectF, PySide6.QtCore.QRect], viewport: PySide6.QtCore.QRect) -> PySide6.QtGui.QMatrix4x4: ...


class QOpenGLTimeMonitor(PySide6.QtCore.QObject):

    def __init__(self, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    def create(self) -> bool: ...
    def destroy(self) -> None: ...
    def isCreated(self) -> bool: ...
    def isResultAvailable(self) -> bool: ...
    def objectIds(self) -> List[int]: ...
    def recordSample(self) -> int: ...
    def reset(self) -> None: ...
    def sampleCount(self) -> int: ...
    def setSampleCount(self, sampleCount: int) -> None: ...
    def waitForIntervals(self) -> List[int]: ...
    def waitForSamples(self) -> List[int]: ...


class QOpenGLTimerQuery(PySide6.QtCore.QObject):

    def __init__(self, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    def begin(self) -> None: ...
    def create(self) -> bool: ...
    def destroy(self) -> None: ...
    def end(self) -> None: ...
    def isCreated(self) -> bool: ...
    def isResultAvailable(self) -> bool: ...
    def objectId(self) -> int: ...
    def recordTimestamp(self) -> None: ...
    def waitForResult(self) -> int: ...
    def waitForTimestamp(self) -> int: ...


class QOpenGLVersionFunctionsFactory(Shiboken.Object):

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

    @staticmethod
    def get(versionProfile: PySide6.QtOpenGL.QOpenGLVersionProfile = ..., context: Optional[PySide6.QtGui.QOpenGLContext] = ...) -> PySide6.QtOpenGL.QAbstractOpenGLFunctions: ...


class QOpenGLVersionProfile(Shiboken.Object):

    @overload
    def __init__(self) -> None: ...
    @overload
    def __init__(self, format: Union[PySide6.QtGui.QSurfaceFormat, PySide6.QtGui.QSurfaceFormat.FormatOption]) -> None: ...
    @overload
    def __init__(self, other: PySide6.QtOpenGL.QOpenGLVersionProfile) -> None: ...

    @staticmethod
    def __copy__() -> None: ...
    def hasProfiles(self) -> bool: ...
    def isLegacyVersion(self) -> bool: ...
    def isValid(self) -> bool: ...
    def profile(self) -> PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile: ...
    def setProfile(self, profile: PySide6.QtGui.QSurfaceFormat.OpenGLContextProfile) -> None: ...
    def setVersion(self, majorVersion: int, minorVersion: int) -> None: ...
    def version(self) -> Tuple[int, int]: ...


class QOpenGLVertexArrayObject(PySide6.QtCore.QObject):

    class Binder(Shiboken.Object):

        def __init__(self, v: PySide6.QtOpenGL.QOpenGLVertexArrayObject) -> None: ...

        def __enter__(self) -> PySide6.QtOpenGL.QOpenGLVertexArrayObject.Binder: ...
        def __exit__(self, arg__1: object, arg__2: object, arg__3: object) -> None: ...
        def rebind(self) -> None: ...
        def release(self) -> None: ...


    def __init__(self, parent: Optional[PySide6.QtCore.QObject] = ...) -> None: ...

    def bind(self) -> None: ...
    def create(self) -> bool: ...
    def destroy(self) -> None: ...
    def isCreated(self) -> bool: ...
    def objectId(self) -> int: ...
    def release(self) -> None: ...


class QOpenGLWindow(PySide6.QtGui.QPaintDeviceWindow):

    frameSwapped             : ClassVar[Signal] = ... # frameSwapped()

    class UpdateBehavior(enum.Enum):

        NoPartialUpdate          : QOpenGLWindow.UpdateBehavior = ... # 0x0
        PartialUpdateBlit        : QOpenGLWindow.UpdateBehavior = ... # 0x1
        PartialUpdateBlend       : QOpenGLWindow.UpdateBehavior = ... # 0x2


    @overload
    def __init__(self, shareContext: PySide6.QtGui.QOpenGLContext, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: Optional[PySide6.QtGui.QWindow] = ...) -> None: ...
    @overload
    def __init__(self, updateBehavior: PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior = ..., parent: Optional[PySide6.QtGui.QWindow] = ...) -> None: ...

    def context(self) -> PySide6.QtGui.QOpenGLContext: ...
    def defaultFramebufferObject(self) -> int: ...
    def doneCurrent(self) -> None: ...
    def grabFramebuffer(self) -> PySide6.QtGui.QImage: ...
    def initializeGL(self) -> None: ...
    def isValid(self) -> bool: ...
    def makeCurrent(self) -> None: ...
    def metric(self, metric: PySide6.QtGui.QPaintDevice.PaintDeviceMetric) -> int: ...
    def paintEvent(self, event: PySide6.QtGui.QPaintEvent) -> None: ...
    def paintGL(self) -> None: ...
    def paintOverGL(self) -> None: ...
    def paintUnderGL(self) -> None: ...
    def redirected(self, arg__1: PySide6.QtCore.QPoint) -> PySide6.QtGui.QPaintDevice: ...
    def resizeEvent(self, event: PySide6.QtGui.QResizeEvent) -> None: ...
    def resizeGL(self, w: int, h: int) -> None: ...
    def shareContext(self) -> PySide6.QtGui.QOpenGLContext: ...
    def updateBehavior(self) -> PySide6.QtOpenGL.QOpenGLWindow.UpdateBehavior: ...


# eof
