}
-BGL_Wrap(2, Accum, void, (GLenum, GLfloat))
-BGL_Wrap(1, ActiveTexture, void, (GLenum))
-BGL_Wrap(2, AlphaFunc, void, (GLenum, GLclampf))
+BGL_Wrap(2, Accum, void, (GLenum, GLfloat))
+BGL_Wrap(1, ActiveTexture, void, (GLenum))
+BGL_Wrap(2, AlphaFunc, void, (GLenum, GLclampf))
BGL_Wrap(3, AreTexturesResident, GLboolean, (GLsizei, GLuintP, GLbooleanP))
BGL_Wrap(2, AttachShader, void, (GLuint, GLuint))
-BGL_Wrap(1, Begin, void, (GLenum))
-BGL_Wrap(2, BindTexture, void, (GLenum, GLuint))
-BGL_Wrap(7, Bitmap, void, (GLsizei, GLsizei, GLfloat,
- GLfloat, GLfloat, GLfloat, GLubyteP))
+BGL_Wrap(1, Begin, void, (GLenum))
+BGL_Wrap(2, BindTexture, void, (GLenum, GLuint))
+BGL_Wrap(7, Bitmap, void, (GLsizei, GLsizei, GLfloat,
+ GLfloat, GLfloat, GLfloat, GLubyteP))
BGL_Wrap(2, BlendFunc, void, (GLenum, GLenum))
BGL_Wrap(1, CallList, void, (GLuint))
BGL_Wrap(3, CallLists, void, (GLsizei, GLenum, GLvoidP))
BGL_Wrap(2, DeleteLists, void, (GLuint, GLsizei))
BGL_Wrap(1, DeleteProgram, void, (GLuint))
BGL_Wrap(1, DeleteShader, void, (GLuint))
-BGL_Wrap(2, DeleteTextures, void, (GLsizei, GLuintP))
+BGL_Wrap(2, DeleteTextures, void, (GLsizei, GLuintP))
BGL_Wrap(1, DepthFunc, void, (GLenum))
BGL_Wrap(1, DepthMask, void, (GLboolean))
BGL_Wrap(2, DepthRange, void, (GLclampd, GLclampd))
BGL_Wrap(3, Lightiv, void, (GLenum, GLenum, GLintP))
BGL_Wrap(2, LineStipple, void, (GLint, GLushort))
BGL_Wrap(1, LineWidth, void, (GLfloat))
-BGL_Wrap(1, LinkProgram, void, (GLuint))
+BGL_Wrap(1, LinkProgram, void, (GLuint))
BGL_Wrap(1, ListBase, void, (GLuint))
BGL_Wrap(1, LoadIdentity, void, (void))
BGL_Wrap(1, LoadMatrixd, void, (GLdoubleP))
return submodule;
}
-static PyObject *Method_ShaderSource (PyObject *UNUSED(self), PyObject *args)
+static PyObject *Method_ShaderSource(PyObject *UNUSED(self), PyObject *args)
{
- int shader;
+ unsigned int shader;
char *source;
if (!PyArg_ParseTuple(args, "Is", &shader, &source))