Name
glVertexAttrib — Specifies the value of a generic vertex attribute
C Specification
void glVertexAttrib1f( | GLuint | index, |
| GLfloat | v0) ; |
void glVertexAttrib1s( | GLuint | index, |
| GLshort | v0) ; |
void glVertexAttrib1d( | GLuint | index, |
| GLdouble | v0) ; |
void glVertexAttrib2f( | GLuint | index, |
| GLfloat | v0, |
| GLfloat | v1) ; |
void glVertexAttrib2s( | GLuint | index, |
| GLshort | v0, |
| GLshort | v1) ; |
void glVertexAttrib2d( | GLuint | index, |
| GLdouble | v0, |
| GLdouble | v1) ; |
void glVertexAttrib3f( | GLuint | index, |
| GLfloat | v0, |
| GLfloat | v1, |
| GLfloat | v2) ; |
void glVertexAttrib3s( | GLuint | index, |
| GLshort | v0, |
| GLshort | v1, |
| GLshort | v2) ; |
void glVertexAttrib3d( | GLuint | index, |
| GLdouble | v0, |
| GLdouble | v1, |
| GLdouble | v2) ; |
void glVertexAttrib4f( | GLuint | index, |
| GLfloat | v0, |
| GLfloat | v1, |
| GLfloat | v2, |
| GLfloat | v3) ; |
void glVertexAttrib4s( | GLuint | index, |
| GLshort | v0, |
| GLshort | v1, |
| GLshort | v2, |
| GLshort | v3) ; |
void glVertexAttrib4d( | GLuint | index, |
| GLdouble | v0, |
| GLdouble | v1, |
| GLdouble | v2, |
| GLdouble | v3) ; |
void glVertexAttrib4Nub( | GLuint | index, |
| GLubyte | v0, |
| GLubyte | v1, |
| GLubyte | v2, |
| GLubyte | v3) ; |
Parameters
index
Specifies the index of the generic vertex attribute to be modified.
-
v0
, v1
, v2
, v3
Specifies the new values to be used for the specified vertex attribute.
C Specification
void glVertexAttrib1fv( | GLuint | index, |
| const GLfloat * | v) ; |
void glVertexAttrib1sv( | GLuint | index, |
| const GLshort * | v) ; |
void glVertexAttrib1dv( | GLuint | index, |
| const GLdouble * | v) ; |
void glVertexAttrib2fv( | GLuint | index, |
| const GLfloat * | v) ; |
void glVertexAttrib2sv( | GLuint | index, |
| const GLshort * | v) ; |
void glVertexAttrib2dv( | GLuint | index, |
| const GLdouble * | v) ; |
void glVertexAttrib3fv( | GLuint | index, |
| const GLfloat * | v) ; |
void glVertexAttrib3sv( | GLuint | index, |
| const GLshort * | v) ; |
void glVertexAttrib3dv( | GLuint | index, |
| const GLdouble * | v) ; |
void glVertexAttrib4fv( | GLuint | index, |
| const GLfloat * | v) ; |
void glVertexAttrib4sv( | GLuint | index, |
| const GLshort * | v) ; |
void glVertexAttrib4dv( | GLuint | index, |
| const GLdouble * | v) ; |
void glVertexAttrib4iv( | GLuint | index, |
| const GLint * | v) ; |
void glVertexAttrib4bv( | GLuint | index, |
| const GLbyte * | v) ; |
void glVertexAttrib4ubv( | GLuint | index, |
| const GLubyte * | v) ; |
void glVertexAttrib4usv( | GLuint | index, |
| const GLushort * | v) ; |
void glVertexAttrib4uiv( | GLuint | index, |
| const GLuint * | v) ; |
void glVertexAttrib4Nbv( | GLuint | index, |
| const GLbyte * | v) ; |
void glVertexAttrib4Nsv( | GLuint | index, |
| const GLshort * | v) ; |
void glVertexAttrib4Niv( | GLuint | index, |
| const GLint * | v) ; |
void glVertexAttrib4Nubv( | GLuint | index, |
| const GLubyte * | v) ; |
void glVertexAttrib4Nusv( | GLuint | index, |
| const GLushort * | v) ; |
void glVertexAttrib4Nuiv( | GLuint | index, |
| const GLuint * | v) ; |
Parameters
index
Specifies the index of the generic vertex attribute to be modified.
v
Specifies a pointer to an array of values to be used for the generic vertex attribute.
Description
OpenGL defines a number of standard vertex attributes that applications can modify with standard API entry points (color, normal, texture coordinates, etc.). The glVertexAttrib
family of entry points allows an application to pass generic vertex attributes in numbered locations.
Generic attributes are defined as four-component values that are organized into an array. The first entry of this array is numbered 0, and the size of the array is specified by the implementation-dependent constant GL_MAX_VERTEX_ATTRIBS
. Individual elements of this array can be modified with a glVertexAttrib
call that specifies the index of the element to be modified and a value for that element.
These commands can be used to specify one, two, three, or all four components of the generic vertex attribute specified by index
. A 1
in the name of the command indicates that only one value is passed, and it will be used to modify the first component of the generic vertex attribute. The second and third components will be set to 0, and the fourth component will be set to 1. Similarly, a 2
in the name of the command indicates that values are provided for the first two components, the third component will be set to 0, and the fourth component will be set to 1. A 3
in the name of the command indicates that values are provided for the first three components and the fourth component will be set to 1, whereas a 4
in the name indicates that values are provided for all four components.
The letters s
, f
, i
, d
, ub
, us
, and ui
indicate whether the arguments are of type short, float, int, double, unsigned byte, unsigned short, or unsigned int. When v
is appended to the name, the commands can take a pointer to an array of such values. The commands containing N
indicate that the arguments will be passed as fixed-point values that are scaled to a normalized range according to the component conversion rules defined by the OpenGL specification. Signed values are understood to represent fixed-point values in the range [-1,1], and unsigned values are understood to represent fixed-point values in the range [0,1].
OpenGL Shading Language attribute variables are allowed to be of type mat2, mat3, or mat4. Attributes of these types may be loaded using the glVertexAttrib
entry points. Matrices must be loaded into successive generic attribute slots in column major order, with one column of the matrix in each generic attribute slot.
A user-defined attribute variable declared in a vertex shader can be bound to a generic attribute index by calling glBindAttribLocation. This allows an application to use more descriptive variable names in a vertex shader. A subsequent change to the specified generic vertex attribute will be immediately reflected as a change to the corresponding attribute variable in the vertex shader.
The binding between a generic vertex attribute index and a user-defined attribute variable in a vertex shader is part of the state of a program object, but the current value of the generic vertex attribute is not. The value of each generic vertex attribute is part of current state, just like standard vertex attributes, and it is maintained even if a different program object is used.
An application may freely modify generic vertex attributes that are not bound to a named vertex shader attribute variable. These values are simply maintained as part of current state and will not be accessed by the vertex shader. If a generic vertex attribute bound to an attribute variable in a vertex shader is not updated while the vertex shader is executing, the vertex shader will repeatedly use the current value for the generic vertex attribute.
The generic vertex attribute with index 0 is the same as the vertex position attribute previously defined by OpenGL. A glVertex2, glVertex3, or glVertex4 command is completely equivalent to the corresponding glVertexAttrib
command with an index argument of 0. A vertex shader can access generic vertex attribute 0 by using the built-in attribute variable gl_Vertex
. There are no current values for generic vertex attribute 0. This is the only generic vertex attribute with this property; calls to set other standard vertex attributes can be freely mixed with calls to set any of the other generic vertex attributes.
Notes
glVertexAttrib
is available only if the GL version is 2.0 or greater.
Generic vertex attributes can be updated at any time. In particular, glVertexAttrib
can be called between a call to glBegin and the corresponding call to glEnd.
It is possible for an application to bind more than one attribute name to the same generic vertex attribute index. This is referred to as aliasing, and it is allowed only if just one of the aliased attribute variables is active in the vertex shader, or if no path through the vertex shader consumes more than one of the attributes aliased to the same location. OpenGL implementations are not required to do error checking to detect aliasing, they are allowed to assume that aliasing will not occur, and they are allowed to employ optimizations that work only in the absence of aliasing.
There is no provision for binding standard vertex attributes; therefore, it is not possible to alias generic attributes with standard attributes.
Errors
GL_INVALID_VALUE
is generated if index
is greater than or equal to GL_MAX_VERTEX_ATTRIBS
.
Copyright
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/.