def Execute(result):
   result["DrawTarget"].__doc__ = """
A class representing a GL render target with mutliple image
attachments.

A DrawTarget is essentially a custom render pass into which several
arbitrary variables can be output into. These can later be used as
texture samplers by GLSL shaders.

The DrawTarget maintains a map of named attachments that correspond to
GL_TEXTURE_2D mages. By default, DrawTargets also create a depth
component that is used both as a depth buffer during the draw pass,
and can later be accessed as a regular GL_TEXTURE_2D data. Stencils
are also available (by setting the format to GL_DEPTH_STENCIL and the
internalFormat to GL_DEPTH24_STENCIL8)

"""
   result["DrawTarget"].AddAttachment.func_doc = """AddAttachment(name, format, type, internalFormat) -> None


Add an attachment to the DrawTarget.


Parameters
----------
name : str

format : GLenum

type : GLenum

internalFormat : GLenum


"""
   result["DrawTarget"].WriteToFile.func_doc = """WriteToFile(name, filename, viewMatrix, projectionMatrix) -> bool


Write the Attachment buffer to an image file (debugging).


Parameters
----------
name : str

filename : str

viewMatrix : Matrix4d

projectionMatrix : Matrix4d


"""
   result["DrawTarget"].Bind.func_doc = """Bind() -> None


Binds the framebuffer.



"""
   result["DrawTarget"].Unbind.func_doc = """Unbind() -> None


Unbinds the framebuffer.



"""
   result["DrawTarget"].__init__.func_doc = """__init__(size, requestMSAA)


Parameters
----------
size : Vec2i

requestMSAA : bool



----------------------------------------------------------------------

__init__(drawtarget)


Parameters
----------
drawtarget : DrawTarget


"""
   result["GLQueryObject"].__doc__ = """
Represents a GL query object in Glf

"""
   result["GLQueryObject"].__init__.func_doc = """__init__()




----------------------------------------------------------------------

__init__(arg1)


Parameters
----------
arg1 : GLQueryObject


"""
   result["GLQueryObject"].Begin.func_doc = """Begin(target) -> None


Begin query for the given ``target`` target has to be one of
GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED,
GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TIME_ELAPSED,
GL_TIMESTAMP.


Parameters
----------
target : GLenum


"""
   result["GLQueryObject"].BeginSamplesPassed.func_doc = """BeginSamplesPassed() -> None


equivalent to Begin(GL_SAMPLES_PASSED).


The number of samples that pass the depth test for all drawing
commands within the scope of the query will be returned.



"""
   result["GLQueryObject"].BeginPrimitivesGenerated.func_doc = """BeginPrimitivesGenerated() -> None


equivalent to Begin(GL_PRIMITIVES_GENERATED).


The number of primitives sent to the rasterizer by the scoped drawing
command will be returned.



"""
   result["GLQueryObject"].BeginTimeElapsed.func_doc = """BeginTimeElapsed() -> None


equivalent to Begin(GL_TIME_ELAPSED).


The time that it takes for the GPU to execute all of the scoped
commands will be returned in nanoseconds.



"""
   result["GLQueryObject"].End.func_doc = """End() -> None


End query.



"""
   result["GLQueryObject"].GetResult.func_doc = """GetResult() -> int


Return the query result (synchronous) stalls CPU until the result
becomes available.



"""
   result["GLQueryObject"].GetResultNoWait.func_doc = """GetResultNoWait() -> int


Return the query result (asynchronous) returns 0 if the result hasn't
been available.



"""
   result["SimpleLight"].__doc__ = """"""
   result["SimpleLight"].__init__.func_doc = """__init__(position)


Parameters
----------
position : Vec4f


"""
   result["SimpleMaterial"].__doc__ = """"""
   result["SimpleMaterial"].__init__.func_doc = """__init__()



"""
   result["Texture"].__doc__ = """
Represents a texture object in Glf.

A texture is typically defined by reading texture image data from an
image file but a texture might also represent an attachment of a draw
target.

"""
   result["Texture"].GetTextureMemoryAllocated.func_doc = """**classmethod** GetTextureMemoryAllocated() -> int


static reporting function



"""
   result["SimpleLight"].transform = property(result["SimpleLight"].transform.fget, result["SimpleLight"].transform.fset, result["SimpleLight"].transform.fdel, """type : None

----------------------------------------------------------------------

type : Matrix4d

""")
   result["SimpleLight"].ambient = property(result["SimpleLight"].ambient.fget, result["SimpleLight"].ambient.fset, result["SimpleLight"].ambient.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleLight"].diffuse = property(result["SimpleLight"].diffuse.fget, result["SimpleLight"].diffuse.fset, result["SimpleLight"].diffuse.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleLight"].specular = property(result["SimpleLight"].specular.fget, result["SimpleLight"].specular.fset, result["SimpleLight"].specular.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleLight"].position = property(result["SimpleLight"].position.fget, result["SimpleLight"].position.fset, result["SimpleLight"].position.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleLight"].spotDirection = property(result["SimpleLight"].spotDirection.fget, result["SimpleLight"].spotDirection.fset, result["SimpleLight"].spotDirection.fdel, """type : None

----------------------------------------------------------------------

type : Vec3f

""")
   result["SimpleLight"].spotCutoff = property(result["SimpleLight"].spotCutoff.fget, result["SimpleLight"].spotCutoff.fset, result["SimpleLight"].spotCutoff.fdel, """type : None

----------------------------------------------------------------------

type : float

""")
   result["SimpleLight"].spotFalloff = property(result["SimpleLight"].spotFalloff.fget, result["SimpleLight"].spotFalloff.fset, result["SimpleLight"].spotFalloff.fdel, """type : None

----------------------------------------------------------------------

type : float

""")
   result["SimpleLight"].attenuation = property(result["SimpleLight"].attenuation.fget, result["SimpleLight"].attenuation.fset, result["SimpleLight"].attenuation.fdel, """type : None

----------------------------------------------------------------------

type : Vec3f

""")
   result["SimpleLight"].shadowMatrices = property(result["SimpleLight"].shadowMatrices.fget, result["SimpleLight"].shadowMatrices.fset, result["SimpleLight"].shadowMatrices.fdel, """type : None

----------------------------------------------------------------------

type : list[Matrix4d]

""")
   result["SimpleLight"].shadowResolution = property(result["SimpleLight"].shadowResolution.fget, result["SimpleLight"].shadowResolution.fset, result["SimpleLight"].shadowResolution.fdel, """type : None

----------------------------------------------------------------------

type : int

""")
   result["SimpleLight"].shadowBias = property(result["SimpleLight"].shadowBias.fget, result["SimpleLight"].shadowBias.fset, result["SimpleLight"].shadowBias.fdel, """type : None

----------------------------------------------------------------------

type : float

""")
   result["SimpleLight"].shadowBlur = property(result["SimpleLight"].shadowBlur.fget, result["SimpleLight"].shadowBlur.fset, result["SimpleLight"].shadowBlur.fdel, """type : None

----------------------------------------------------------------------

type : float

""")
   result["SimpleLight"].shadowIndexStart = property(result["SimpleLight"].shadowIndexStart.fget, result["SimpleLight"].shadowIndexStart.fset, result["SimpleLight"].shadowIndexStart.fdel, """type : None

----------------------------------------------------------------------

type : int

""")
   result["SimpleLight"].shadowIndexEnd = property(result["SimpleLight"].shadowIndexEnd.fget, result["SimpleLight"].shadowIndexEnd.fset, result["SimpleLight"].shadowIndexEnd.fdel, """type : None

----------------------------------------------------------------------

type : int

""")
   result["SimpleLight"].hasShadow = property(result["SimpleLight"].hasShadow.fget, result["SimpleLight"].hasShadow.fset, result["SimpleLight"].hasShadow.fdel, """type : None

""")
   result["SimpleLight"].isCameraSpaceLight = property(result["SimpleLight"].isCameraSpaceLight.fget, result["SimpleLight"].isCameraSpaceLight.fset, result["SimpleLight"].isCameraSpaceLight.fdel, """type : None

----------------------------------------------------------------------

type : bool

""")
   result["SimpleLight"].isDomeLight = property(result["SimpleLight"].isDomeLight.fget, result["SimpleLight"].isDomeLight.fset, result["SimpleLight"].isDomeLight.fdel, """type : None

----------------------------------------------------------------------

type : bool

""")
   result["SimpleMaterial"].ambient = property(result["SimpleMaterial"].ambient.fget, result["SimpleMaterial"].ambient.fset, result["SimpleMaterial"].ambient.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleMaterial"].diffuse = property(result["SimpleMaterial"].diffuse.fget, result["SimpleMaterial"].diffuse.fset, result["SimpleMaterial"].diffuse.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleMaterial"].specular = property(result["SimpleMaterial"].specular.fget, result["SimpleMaterial"].specular.fset, result["SimpleMaterial"].specular.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleMaterial"].emission = property(result["SimpleMaterial"].emission.fget, result["SimpleMaterial"].emission.fset, result["SimpleMaterial"].emission.fdel, """type : None

----------------------------------------------------------------------

type : Vec4f

""")
   result["SimpleMaterial"].shininess = property(result["SimpleMaterial"].shininess.fget, result["SimpleMaterial"].shininess.fset, result["SimpleMaterial"].shininess.fdel, """type : None

----------------------------------------------------------------------

type : float

""")
   result["Texture"].memoryUsed = property(result["Texture"].memoryUsed.fget, result["Texture"].memoryUsed.fset, result["Texture"].memoryUsed.fdel, """type : int


Amount of memory used to store the texture.

""")
   result["Texture"].memoryRequested = property(result["Texture"].memoryRequested.fget, result["Texture"].memoryRequested.fset, result["Texture"].memoryRequested.fdel, """type : None


Specify the amount of memory the user wishes to allocate to the
texture.

----------------------------------------------------------------------

type : int


Amount of memory the user wishes to allocate to the texture.

""")
   result["Texture"].minFilterSupported = property(result["Texture"].minFilterSupported.fget, result["Texture"].minFilterSupported.fset, result["Texture"].minFilterSupported.fdel, """type : bool

""")
   result["Texture"].magFilterSupported = property(result["Texture"].magFilterSupported.fget, result["Texture"].magFilterSupported.fset, result["Texture"].magFilterSupported.fdel, """type : bool

""")