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/.