glVertexAttribPointer — define an array of generic vertex attribute data
void glVertexAttribPointer( | GLuint index, |
GLint size, | |
GLenum type, | |
GLboolean normalized, | |
GLsizei stride, | |
const GLvoid * pointer) ; |
index
Specifies the index of the generic vertex attribute to be modified.
size
Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, or 4. The initial value is 4.
type
Specifies the data type of each component in the array. Symbolic constants GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
, GL_UNSIGNED_SHORT
, GL_FIXED
, or GL_FLOAT
are accepted. The initial value is GL_FLOAT
.
normalized
Specifies whether fixed-point data values should be normalized (GL_TRUE
) or converted directly as fixed-point values (GL_FALSE
) when they are accessed.
stride
Specifies the byte offset between consecutive generic vertex attributes. If stride
is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.
pointer
Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0.
glVertexAttribPointer
specifies the location and data format of the array of generic vertex attributes at index index
to use when rendering. size
specifies the number of components per attribute and must be 1, 2, 3, or 4. type
specifies the data type of each component, and stride
specifies the byte stride from one attribute to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. If set to GL_TRUE
, normalized
indicates that values stored in an integer format are to be mapped to the range [-1,1] (for signed values) or [0,1] (for unsigned values) when they are accessed and converted to floating point. Otherwise, values will be converted to floats directly without normalization.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer) while a generic vertex attribute array is specified, pointer
is treated as a byte offset into the buffer object's data store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
) is saved as generic vertex attribute array client-side state (GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
) for index index
.
When a generic vertex attribute array is specified, size
, type
, normalized
, stride
, and pointer
are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable a generic vertex attribute array, call glEnableVertexAttribArray and glDisableVertexAttribArray with index
. If enabled, the generic vertex attribute array is used when glDrawArrays or glDrawElements is called.
Each generic vertex attribute array is initially disabled and isn't accessed when glDrawElements or glDrawArrays is called.
glVertexAttribPointer
is typically implemented on the client side.
GL_INVALID_ENUM
is generated if type
is not an accepted value.
GL_INVALID_VALUE
is generated if index
is greater than or equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_VALUE
is generated if size
is not 1, 2, 3, or 4.
GL_INVALID_VALUE
is generated if stride
is negative.
glGet with argument GL_MAX_VERTEX_ATTRIBS
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_ENABLED
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_SIZE
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_TYPE
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_STRIDE
glGetVertexAttrib with arguments index
and GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
glGet with argument GL_ARRAY_BUFFER_BINDING
glGetVertexAttribPointerv with arguments index
and GL_VERTEX_ATTRIB_ARRAY_POINTER
Copyright © 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.