# This Python file uses the following encoding: utf-8
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from __future__ import annotations

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

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

class Object(object): pass

import shiboken2 as Shiboken
Shiboken.Object = Object

import PySide2.QtOpenGLFunctions


class QOpenGLFunctions_1_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPopAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_2(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_3(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_4(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_1_5(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_2_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndList(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_0(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_1(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_2_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_2_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_3_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_3_3_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_0_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_0_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glResumeTransformFeedback(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_1_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_1_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_2_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_3_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopDebugGroup(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_4_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopDebugGroup(self): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Compatibility(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearAccum(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glClearIndex(self, c: float): ...
    def glColor3d(self, red: float, green: float, blue: float): ...
    def glColor3dv(self, v: typing.Sequence[float]): ...
    def glColor3f(self, red: float, green: float, blue: float): ...
    def glColor3fv(self, v: typing.Sequence[float]): ...
    def glColor4d(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4dv(self, v: typing.Sequence[float]): ...
    def glColor4f(self, red: float, green: float, blue: float, alpha: float): ...
    def glColor4fv(self, v: typing.Sequence[float]): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEnd(self): ...
    def glEndConditionalRender(self): ...
    def glEndList(self): ...
    def glEndTransformFeedback(self): ...
    def glEvalCoord1d(self, u: float): ...
    def glEvalCoord1dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord1f(self, u: float): ...
    def glEvalCoord1fv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2d(self, u: float, v: float): ...
    def glEvalCoord2dv(self, u: typing.Sequence[float]): ...
    def glEvalCoord2f(self, u: float, v: float): ...
    def glEvalCoord2fv(self, u: typing.Sequence[float]): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glFogCoordd(self, coord: float): ...
    def glFogCoorddv(self, coord: typing.Sequence[float]): ...
    def glFogCoordf(self, coord: float): ...
    def glFogCoordfv(self, coord: typing.Sequence[float]): ...
    def glFrustum(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glIndexd(self, c: float): ...
    def glIndexdv(self, c: typing.Sequence[float]): ...
    def glIndexf(self, c: float): ...
    def glIndexfv(self, c: typing.Sequence[float]): ...
    def glInitNames(self): ...
    def glLineWidth(self, width: float): ...
    def glLoadIdentity(self): ...
    def glLoadMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadMatrixf(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glLoadTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glMinSampleShading(self, value: float): ...
    def glMultMatrixd(self, m: typing.Sequence[float]): ...
    def glMultMatrixf(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixd(self, m: typing.Sequence[float]): ...
    def glMultTransposeMatrixf(self, m: typing.Sequence[float]): ...
    def glNormal3d(self, nx: float, ny: float, nz: float): ...
    def glNormal3dv(self, v: typing.Sequence[float]): ...
    def glNormal3f(self, nx: float, ny: float, nz: float): ...
    def glNormal3fv(self, v: typing.Sequence[float]): ...
    def glOrtho(self, left: float, right: float, bottom: float, top: float, zNear: float, zFar: float): ...
    def glPassThrough(self, token: float): ...
    def glPauseTransformFeedback(self): ...
    def glPixelZoom(self, xfactor: float, yfactor: float): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopAttrib(self): ...
    def glPopClientAttrib(self): ...
    def glPopDebugGroup(self): ...
    def glPopMatrix(self): ...
    def glPopName(self): ...
    def glPushMatrix(self): ...
    def glRasterPos2d(self, x: float, y: float): ...
    def glRasterPos2dv(self, v: typing.Sequence[float]): ...
    def glRasterPos2f(self, x: float, y: float): ...
    def glRasterPos2fv(self, v: typing.Sequence[float]): ...
    def glRasterPos3d(self, x: float, y: float, z: float): ...
    def glRasterPos3dv(self, v: typing.Sequence[float]): ...
    def glRasterPos3f(self, x: float, y: float, z: float): ...
    def glRasterPos3fv(self, v: typing.Sequence[float]): ...
    def glRasterPos4d(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4dv(self, v: typing.Sequence[float]): ...
    def glRasterPos4f(self, x: float, y: float, z: float, w: float): ...
    def glRasterPos4fv(self, v: typing.Sequence[float]): ...
    def glRectd(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectdv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glRectf(self, x1: float, y1: float, x2: float, y2: float): ...
    def glRectfv(self, v1: typing.Sequence[float], v2: typing.Sequence[float]): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glRotated(self, angle: float, x: float, y: float, z: float): ...
    def glRotatef(self, angle: float, x: float, y: float, z: float): ...
    def glScaled(self, x: float, y: float, z: float): ...
    def glScalef(self, x: float, y: float, z: float): ...
    def glSecondaryColor3d(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3dv(self, v: typing.Sequence[float]): ...
    def glSecondaryColor3f(self, red: float, green: float, blue: float): ...
    def glSecondaryColor3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord1d(self, s: float): ...
    def glTexCoord1dv(self, v: typing.Sequence[float]): ...
    def glTexCoord1f(self, s: float): ...
    def glTexCoord1fv(self, v: typing.Sequence[float]): ...
    def glTexCoord2d(self, s: float, t: float): ...
    def glTexCoord2dv(self, v: typing.Sequence[float]): ...
    def glTexCoord2f(self, s: float, t: float): ...
    def glTexCoord2fv(self, v: typing.Sequence[float]): ...
    def glTexCoord3d(self, s: float, t: float, r: float): ...
    def glTexCoord3dv(self, v: typing.Sequence[float]): ...
    def glTexCoord3f(self, s: float, t: float, r: float): ...
    def glTexCoord3fv(self, v: typing.Sequence[float]): ...
    def glTexCoord4d(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4dv(self, v: typing.Sequence[float]): ...
    def glTexCoord4f(self, s: float, t: float, r: float, q: float): ...
    def glTexCoord4fv(self, v: typing.Sequence[float]): ...
    def glTextureBarrier(self): ...
    def glTranslated(self, x: float, y: float, z: float): ...
    def glTranslatef(self, x: float, y: float, z: float): ...
    def glVertex2d(self, x: float, y: float): ...
    def glVertex2dv(self, v: typing.Sequence[float]): ...
    def glVertex2f(self, x: float, y: float): ...
    def glVertex2fv(self, v: typing.Sequence[float]): ...
    def glVertex3d(self, x: float, y: float, z: float): ...
    def glVertex3dv(self, v: typing.Sequence[float]): ...
    def glVertex3f(self, x: float, y: float, z: float): ...
    def glVertex3fv(self, v: typing.Sequence[float]): ...
    def glVertex4d(self, x: float, y: float, z: float, w: float): ...
    def glVertex4dv(self, v: typing.Sequence[float]): ...
    def glVertex4f(self, x: float, y: float, z: float, w: float): ...
    def glVertex4fv(self, v: typing.Sequence[float]): ...
    def glWindowPos2d(self, x: float, y: float): ...
    def glWindowPos2dv(self, v: typing.Sequence[float]): ...
    def glWindowPos2f(self, x: float, y: float): ...
    def glWindowPos2fv(self, v: typing.Sequence[float]): ...
    def glWindowPos3d(self, x: float, y: float, z: float): ...
    def glWindowPos3dv(self, v: typing.Sequence[float]): ...
    def glWindowPos3f(self, x: float, y: float, z: float): ...
    def glWindowPos3fv(self, v: typing.Sequence[float]): ...
    def initializeOpenGLFunctions(self) -> bool: ...


class QOpenGLFunctions_4_5_Core(PySide2.QtGui.QAbstractOpenGLFunctions):

    def __init__(self): ...

    def glBlendColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearColor(self, red: float, green: float, blue: float, alpha: float): ...
    def glClearDepth(self, depth: float): ...
    def glClearDepthf(self, dd: float): ...
    def glDepthRange(self, nearVal: float, farVal: float): ...
    def glDepthRangef(self, n: float, f: float): ...
    def glEndConditionalRender(self): ...
    def glEndTransformFeedback(self): ...
    def glFinish(self): ...
    def glFlush(self): ...
    def glLineWidth(self, width: float): ...
    def glMinSampleShading(self, value: float): ...
    def glPauseTransformFeedback(self): ...
    def glPointSize(self, size: float): ...
    def glPolygonOffset(self, factor: float, units: float): ...
    def glPopDebugGroup(self): ...
    def glReleaseShaderCompiler(self): ...
    def glResumeTransformFeedback(self): ...
    def glTextureBarrier(self): ...
    def initializeOpenGLFunctions(self) -> bool: ...

# eof
