"""
PySide stub files generated by **IceSpringPySideStubs**

Home: https://baijifeilong.github.io/2022/01/06/ice-spring-pyside-stubs/index.html

Github: https://github.com/baijifeilong/IceSpringPySideStubs

PyPI(PySide2): https://pypi.org/project/IceSpringPySideStubs-PySide2

PyPI(PySide6): https://pypi.org/project/IceSpringPySideStubs-PySide6

PyPI(PyQt5): https://pypi.org/project/IceSpringPySideStubs-PyQt5

Generated by BaiJiFeiLong@gmail.com

Licence: GPLv3
"""
"""
This file contains the exact signatures for all functions in module
PySide6.QtOpenGL, except for defaults which are replaced by "...".
"""
from typing import Sequence
import PySide6.QtCore
import PySide6.QtGui
import PySide6.QtOpenGL

bytes = str


class QOpenGLFunctions_1_5(PySide6.QtOpenGL.QAbstractOpenGLFunctions):
    """
    https://doc.qt.io/qt-6/qopenglfunctions-1-5.html

    **Detailed Description**

    This class is a wrapper for functions from OpenGL 1.5 specification. See
    reference pages on **opengl.org**  for function documentation.

    **See also** **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: bytes) -> 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: bytes) -> 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: bytes) -> 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: bytes) -> 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 glGetError(self) -> int:
        ...

    def glGetString(self, name: int) -> str:
        ...

    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: bytes) -> None:
        ...

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

    def glInterleavedArrays(self, format: int, stride: int, pointer: int) -> None:
        ...

    def glIsBuffer(self, buffer: int) -> int:
        ...

    def glIsEnabled(self, cap: int) -> int:
        ...

    def glIsList(self, list: int) -> int:
        ...

    def glIsQuery(self, id: int) -> int:
        ...

    def glIsTexture(self, texture: int) -> int:
        ...

    def glLightModelf(self, pname: int, param: float) -> None:
        ...

    def glLightModelfv(self, pname: int, params: 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: bytes) -> 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 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: bytes) -> 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: bytes) -> 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:
        ...
