import OpenGL
OpenGL.ERROR_CHECKING = False
from OpenGL.GL import *


def line_strip(vertex_list, color_list=None):
    glBegin(GL_LINE_STRIP)
    for i, v in enumerate(vertex_list):
        if color_list:
            glColor(color_list[i])
        glVertex(v)
    glEnd()


def line(start, end):
    glBegin(GL_LINES)
    glVertex(start)
    glVertex(end)
    glEnd()


def color(c):
    glColor(c)


def points(*args):
    glBegin(GL_POINTS)
    for v in args:
        glVertex(v)
    glEnd()


def point_size(x):
    glPointSize(x)


def line_width(x):
    glLineWidth(x)


def enable(what, value):
    if value:
        glEnable(what)
    else:
        glDisable(what)


def lighting(b):
    enable(GL_LIGHTING, b)


def depth_test(b):
    enable(GL_DEPTH_TEST, b)


def blend(b):
    if b:
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_BLEND)
    else:
        glDisable(GL_BLEND)

94d8fcfa9e46a398ff225ad6f5dd5ecdc2f351ab
<mask token>


def line_strip(vertex_list, color_list=None):
    glBegin(GL_LINE_STRIP)
    for i, v in enumerate(vertex_list):
        if color_list:
            glColor(color_list[i])
        glVertex(v)
    glEnd()


<mask token>


def color(c):
    glColor(c)


def points(*args):
    glBegin(GL_POINTS)
    for v in args:
        glVertex(v)
    glEnd()


def point_size(x):
    glPointSize(x)


<mask token>


def enable(what, value):
    if value:
        glEnable(what)
    else:
        glDisable(what)


def lighting(b):
    enable(GL_LIGHTING, b)


<mask token>


def blend(b):
    if b:
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_BLEND)
    else:
        glDisable(GL_BLEND)

<mask token>


def line_strip(vertex_list, color_list=None):
    glBegin(GL_LINE_STRIP)
    for i, v in enumerate(vertex_list):
        if color_list:
            glColor(color_list[i])
        glVertex(v)
    glEnd()


def line(start, end):
    glBegin(GL_LINES)
    glVertex(start)
    glVertex(end)
    glEnd()


def color(c):
    glColor(c)


def points(*args):
    glBegin(GL_POINTS)
    for v in args:
        glVertex(v)
    glEnd()


def point_size(x):
    glPointSize(x)


def line_width(x):
    glLineWidth(x)


def enable(what, value):
    if value:
        glEnable(what)
    else:
        glDisable(what)


def lighting(b):
    enable(GL_LIGHTING, b)


<mask token>


def blend(b):
    if b:
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_BLEND)
    else:
        glDisable(GL_BLEND)

<mask token>
OpenGL.ERROR_CHECKING = False
<mask token>


def line_strip(vertex_list, color_list=None):
    glBegin(GL_LINE_STRIP)
    for i, v in enumerate(vertex_list):
        if color_list:
            glColor(color_list[i])
        glVertex(v)
    glEnd()


def line(start, end):
    glBegin(GL_LINES)
    glVertex(start)
    glVertex(end)
    glEnd()


def color(c):
    glColor(c)


def points(*args):
    glBegin(GL_POINTS)
    for v in args:
        glVertex(v)
    glEnd()


def point_size(x):
    glPointSize(x)


def line_width(x):
    glLineWidth(x)


def enable(what, value):
    if value:
        glEnable(what)
    else:
        glDisable(what)


def lighting(b):
    enable(GL_LIGHTING, b)


def depth_test(b):
    enable(GL_DEPTH_TEST, b)


def blend(b):
    if b:
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_BLEND)
    else:
        glDisable(GL_BLEND)

import OpenGL
OpenGL.ERROR_CHECKING = False
from OpenGL.GL import *


def line_strip(vertex_list, color_list=None):
    glBegin(GL_LINE_STRIP)
    for i, v in enumerate(vertex_list):
        if color_list:
            glColor(color_list[i])
        glVertex(v)
    glEnd()


def line(start, end):
    glBegin(GL_LINES)
    glVertex(start)
    glVertex(end)
    glEnd()


def color(c):
    glColor(c)


def points(*args):
    glBegin(GL_POINTS)
    for v in args:
        glVertex(v)
    glEnd()


def point_size(x):
    glPointSize(x)


def line_width(x):
    glLineWidth(x)


def enable(what, value):
    if value:
        glEnable(what)
    else:
        glDisable(what)


def lighting(b):
    enable(GL_LIGHTING, b)


def depth_test(b):
    enable(GL_DEPTH_TEST, b)


def blend(b):
    if b:
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_BLEND)
    else:
        glDisable(GL_BLEND)
