glVertexAttribFormat — specify the organization of vertex arrays
void glVertexAttribFormat( | GLuint attribindex, |
GLint size, | |
GLenum type, | |
GLboolean normalized, | |
GLuint relativeoffset) ; |
void glVertexAttribIFormat( | GLuint attribindex, |
GLint size, | |
GLenum type, | |
GLuint relativeoffset) ; |
attribindex
The generic vertex attribute array being described.
size
The number of values per vertex that are stored in the array.
type
The type of the data stored in the array.
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. This parameter is ignored if type
is GL_FIXED
.
relativeoffset
An offset to the first element relative to the start of the vertex buffer binding.
glVertexAttribFormat
and glVertexAttribIFormat
specify the organization of data in vertex arrays. attribindex
specifies the index of the generic vertex attribute array whose data layout is being described, and must be less than the value of GL_MAX_VERTEX_ATTRIBS
.
size
determines the number of components per vertex are allocated to the specifed attribute and must be 1, 2, 3 or 4. type
indicates the type of the data. If type
is one of GL_BYTE
, GL_SHORT
, GL_INT
, GL_FIXED
, GL_FLOAT
and GL_HALF_FLOAT
indicate types GLbyte
, GLshort
, GLint
, GLfixed
, GLfloat
, and GLhalf
respectively; the values GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, and GL_UNSIGNED_INT
indicate types GLubyte
, GLushort
, and GLuint
, respectively; the values GL_INT_2_10_10_10_REV
and GL_UNSIGNED_INT_2_10_10_10_REV
indicating respectively four signed or unsigned elements packed into a single GLuint
.
For glVertexAttribFormat
, if normalized
is GL_TRUE
, then integer data is normalized to the range [-1, 1] or [0, 1] if it is signed or unsigned, respectively. If normalized
is GL_FALSE
then integer data is directly converted to floating point.
relativeoffset
is the byte offset of the first element relative to the start of the vertex buffer binding this attribute fetches from.
glVertexAttribFormat
should be used to describe vertex attribute layout for floating-point vertex attributes and glVertexAttribIFormat
should be used to describe vertex attribute layout for integer vertex attributes. Data for an array specified by glVertexAttribIFormat
will always be left as integer values; such data are referred to as pure integers.
GL_INVALID_VALUE
is generated if attribindex
is greater than or equal to the value of GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_VALUE
is generated if size
is not one of the accepted values.
GL_INVALID_VALUE
is generated if relativeoffset
is greater than the value of GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
.
GL_INVALID_ENUM
is generated if type
is not one of the accepted tokens.
GL_INVALID_OPERATION
is generated if no vertex array object is bound.
glGet with arguments GL_MAX_VERTEX_ATTRIB_BINDINGS
, or GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
.
glGetVertexAttrib with argument GL_VERTEX_ATTRIB_RELATIVE_OFFSET
.
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glVertexAttribFormat | - | - | ✔ |
glVertexAttribIFormat | - | - | ✔ |
glBindVertexBuffer, glVertexAttribBinding, glVertexAttribPointer, glVertexBindingDivisor, glVertexAttribPointer.
Copyright © 2012-2014 Khronos Group. 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/.