glVertexAttribPointer — define an array of generic vertex attribute data
void glVertexAttribPointer( | GLuint | index, |
GLint | size, | |
GLenum | type, | |
GLboolean | normalized, | |
GLsizei | stride, | |
const GLvoid * | pointer) ; |
void glVertexAttribIPointer( | GLuint | index, |
GLint | size, | |
GLenum | type, | |
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, 4. Additionally, the symbolic constant GL_BGRA
is accepted by glVertexAttribPointer
. The initial value is 4.
type
Specifies the data type of each component in the array. The symbolic constants GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
, GL_UNSIGNED_SHORT
, GL_INT
, and GL_UNSIGNED_INT
are accepted by both functions. Additionally GL_HALF_FLOAT
, GL_FLOAT
, GL_DOUBLE
, GL_INT_2_10_10_10_REV
, and GL_UNSIGNED_INT_2_10_10_10_REV
are accepted by glVertexAttribPointer
. The initial value is GL_FLOAT
.
normalized
For glVertexAttribPointer
, 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 offset of the first component of the first generic vertex attribute in the array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER
target. The initial value is 0.
glVertexAttribPointer
and glVertexAttribIPointer
specify 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, 4, or GL_BGRA
. 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.
For glVertexAttribPointer
, if normalized
is set to GL_TRUE
, it 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.
For glVertexAttribIPointer
, only the integer types GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
, GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
are accepted. Values are always left as integer values.
If pointer
is not NULL
, a non-zero named buffer object must be bound to the GL_ARRAY_BUFFER
target (see glBindBuffer), otherwise an error is generated. pointer
is treated as a byte offset into the buffer object's data store. The buffer object binding (GL_ARRAY_BUFFER_BINDING
) is saved as generic vertex attribute array 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 vertex array 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, glMultiDrawArrays, glDrawElements, glMultiDrawElements, or glDrawRangeElements is called.
Each generic vertex attribute array is initially disabled and isn't accessed when glDrawElements, glDrawRangeElements, glDrawArrays, glMultiDrawArrays, or glMultiDrawElements is called.
glVertexAttribIPointer
is available only if the GL version is 3.0 or higher.
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, 4 or (for glVertexAttribPointer
), GL_BGRA
.
GL_INVALID_ENUM
is generated if type
is not an accepted value.
GL_INVALID_VALUE
is generated if stride
is negative.
GL_INVALID_OPERATION
is generated if size
is GL_BGRA
and type
is not GL_UNSIGNED_BYTE
, GL_INT_2_10_10_10_REV
or GL_UNSIGNED_INT_2_10_10_10_REV
.
GL_INVALID_OPERATION
is generated if type
is GL_INT_2_10_10_10_REV
or GL_UNSIGNED_INT_2_10_10_10_REV
and size
is not 4 or GL_BGRA
.
GL_INVALID_OPERATION
is generated by glVertexAttribPointer
if size
is GL_BGRA
and noramlized
is GL_FALSE
.
GL_INVALID_OPERATION
is generated if zero is bound to the GL_ARRAY_BUFFER
buffer object binding point and the pointer
argument is not NULL
. (Note: In the core context, the old method of passing glVertexAttribPointer and glDrawArrays pointers to mesh data in main memory is no longer allowed. You must create a Vertex Buffer Object and fill it with your mesh data.)
GL_INVALID_OPERATION
is generated in the core context if there is no Vertex Array Object bound.
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
glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_attrib_index); glEnableVertexAttribArray(position_attrib_index); glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, 0, texcoords_data); // texcoords_data is a float*, 2 per vertex, representing UV coordinates. glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, 0, normals_data); // normals_data is a float*, 3 per vertex, representing normal vectors. glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, 0, vertex_data); // vertex_data is a float*, 3 per vertex, representing the position of each vertex // 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, index_data); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
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);
Learning Modern 3D Graphics Programming - Chapter 5. Objects in Depth [Vertex Array Objects, Indexed Drawing]
open.gl - Geometry Shaders
open.gl - Textures Objects and Parameters
open.gl - The Graphics Pipeline
open.gl - Transform Feedback
opengl-tutorial.org - Particles / Instancing
opengl-tutorial.org - Tutorial 13 : Normal Mapping
opengl-tutorial.org - Tutorial 2 : The first triangle
opengl-tutorial.org - Tutorial 4 : A Colored Cube
opengl-tutorial.org - Tutorial 8 : Basic shading
glBindAttribLocation, glBindBuffer, glDisableVertexAttribArray, glDrawArrays, glDrawElements, glDrawRangeElements, glEnableVertexAttribArray, glMultiDrawArrays, glMultiDrawElements, glVertexAttrib
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/.