glGetActiveAttrib — return information about an active attribute variable
void glGetActiveAttrib( | GLuint program, | 
| GLuint index, | |
| GLsizei bufSize, | |
| GLsizei *length, | |
| GLint *size, | |
| GLenum *type, | |
GLchar *name); | 
programSpecifies the program object to be queried.
indexSpecifies the index of the attribute variable to be queried.
bufSizeSpecifies the maximum number of characters
		    OpenGL is allowed to write in the character buffer
		    indicated by name.
lengthReturns the number of characters actually
		    written by OpenGL in the string indicated by
		    name (excluding the null
		    terminator) if a value other than
		    NULL is passed.
sizeReturns the size of the attribute variable.
typeReturns the data type of the attribute variable.
nameReturns a null terminated string containing the name of the attribute variable.
glGetActiveAttrib returns information
	about an active attribute variable in the program object
	specified by program. The number of
	active attributes can be obtained by calling
	glGetProgramiv
	with the value GL_ACTIVE_ATTRIBUTES. A
	value of 0 for index selects the first
	active attribute variable. Permissible values for
	index range from 0 to the number of
	active attribute variables minus 1.
Attribute variables have arbitrary names and obtain their values
	through numbered generic vertex attributes. An attribute
	variable is considered active
	if it is determined during the link operation that it may be
	accessed during program execution. Therefore,
	program should have previously been the
	target of a call to
	glLinkProgram,
	but it is not necessary for it to have been linked
	successfully.
The size of the character buffer required to store the
	longest attribute variable name in
	program can be obtained by calling
	glGetProgramiv
	with the value
	GL_ACTIVE_ATTRIBUTE_MAX_LENGTH. This value
	should be used to allocate a buffer of sufficient size to store
	the returned attribute name. The size of this character buffer
	is passed in bufSize, and a pointer to
	this character buffer is passed in
	name.
glGetActiveAttrib returns the name of
	the attribute variable indicated by
	index, storing it in the character buffer
	specified by name. The string returned
	will be null terminated. The actual number of characters written
	into this buffer is returned in length,
	and this count does not include the null termination character.
	If the length of the returned string is not required, a value of
	NULL can be passed in the
	length argument.
The type argument will return a
	pointer to the attribute variable's data type. The symbolic
	constants GL_FLOAT,
	GL_FLOAT_VEC2,
	GL_FLOAT_VEC3,
	GL_FLOAT_VEC4,
	GL_FLOAT_MAT2,
	GL_FLOAT_MAT3, or
	GL_FLOAT_MAT4 may be returned. The
	size argument will return the size of the
	attribute, in units of the type returned in
	type.
This function will return as much information as it can
	about the specified active attribute variable. If no information
	is available, length will be 0, and
	name will be an empty string. This
	situation could occur if this function is called after a link
	operation that failed. If an error occurs, the return values
	length, size,
	type, and name
	will be unmodified.
GL_INVALID_VALUE is generated if
	program is not a value generated by
	OpenGL.
GL_INVALID_OPERATION is generated if
	program is not a program object.
GL_INVALID_VALUE is generated if
	index is greater than or equal to the
	number of active attribute variables in
	program.
GL_INVALID_VALUE is generated if
	bufSize is less than 0.
glGet
	with argument GL_MAX_VERTEX_ATTRIBS.
glGetProgramiv
	with argument GL_ACTIVE_ATTRIBUTES or
	GL_ACTIVE_ATTRIBUTE_MAX_LENGTH.
glBindAttribLocation, glGetActiveUniform, glLinkProgram, glVertexAttrib, glVertexAttribPointer
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/.