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glEnableVertexAttribArray

Name

glEnableVertexAttribArray — Enable or disable a generic vertex attribute array

C Specification

void glEnableVertexAttribArray(GLuint index);
void glDisableVertexAttribArray(GLuint index);

Parameters

index

Specifies the index of the generic vertex attribute to be enabled or disabled.

Description

glEnableVertexAttribArray enables the generic vertex attribute array specified by index. glDisableVertexAttribArray disables the generic vertex attribute array specified by index. By default, all client-side capabilities are disabled, including all generic vertex attribute arrays. If enabled, the values in the generic vertex attribute array will be accessed and used for rendering when calls are made to vertex array commands such as glDrawArrays, glDrawElements, glDrawRangeElements, glArrayElement, glMultiDrawElements, or glMultiDrawArrays.

Notes

glEnableVertexAttribArray and glDisableVertexAttribArray are available only if the GL version is 2.0 or greater.

Errors

GL_INVALID_VALUE is generated if index is greater than or equal to GL_MAX_VERTEX_ATTRIBS.

GL_INVALID_OPERATION is generated if either glEnableVertexAttribArray or glDisableVertexAttribArray is executed between the execution of glBegin and the corresponding execution of glEnd.

Associated Gets

glGet with argument GL_MAX_VERTEX_ATTRIBS

glGetVertexAttrib with arguments index and GL_VERTEX_ATTRIB_ARRAY_ENABLED

glGetVertexAttribPointerv with arguments index and GL_VERTEX_ATTRIB_ARRAY_POINTER

Examples

Render an indexed buffer object using texture UV and normal vertex attributes.
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); // vertex_buffer is retrieved from glGenBuffers
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); // index_buffer is retrieved from glGenBuffers

glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation.
glEnableVertexAttribArray(normal_attrib_index);
glEnableVertexAttribArray(position_attrib_index);

// vertex_stride is the size of bytes of each vertex in the buffer object
// vertex_position_offset and kin are the offset in bytes of the position data
// in each vertex. For example if your vertex structure is
// [ position, texcoord, normal ] then position vertex_position_offset will
// have offset 0, vertex_texcoord_offset is 12 (position is 3 * sizeof(float)
// bytes large, and texcoord comes just after) and vertex_normal_offset is
// 20 = 5 * sizeof(float).
GLintptr vertex_texcoord_offset = 3 * sizeof(float);
GLintptr vertex_normal_offset = 5 * sizeof(float);
GLintptr vertex_position_offset = 0 * sizeof(float);

glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_texcoord_offset);
glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_normal_offset);
glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_position_offset);

// num_vertices is the number of verts in your vertex_data.
// index_data is an array of unsigned int offsets into vertex_data.
glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, NULL);

glDisableVertexAttribArray(position_attrib_index);
glDisableVertexAttribArray(texcoord_attrib_index);
glDisableVertexAttribArray(normal_attrib_index);
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