glVertexAttribFormat man page on RedHat
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GLVERTEXATTRIBFORMAT(3G) OpenGL Manual GLVERTEXATTRIBFORMAT(3G)
NAME
glVertexAttribFormat - specify the organization of vertex arrays
C SPECIFICATION
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type,
GLboolean normalized, GLuint relativeoffset);
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset);
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset);
PARAMETERS
attribindex
The generic vertex attribute array being described.
size
The number of values per vertex that are stored in the array.
type
The type of the data stored in the array.
normalized
The distance between elements within the buffer.
relativeoffset
The distance between elements within the buffer.
DESCRIPTION
glVertexAttribFormat, glVertexAttribIFormat and glVertexAttribLFormat
specify the organization of data in vertex arrays. attribindex
specifies the index of the generic vertex attribute array whose data
layout is being described, and must be less than the value of
GL_MAX_VERTEX_ATTRIBS.
size determines the number of components per vertex are allocated to
the specifed attribute and must be 1, 2, 3 or 4. type indicates the
type of the data. If type is one of GL_BYTE, GL_SHORT, GL_INT,
GL_FIXED, GL_FLOAT, GL_HALF_FLOAT, and GL_DOUBLE indicate types GLbyte,
GLshort, GLint, GLfixed, GLfloat, GLhalf, and GLdouble, respectively;
the values GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, and GL_UNSIGNED_INT
indicate types GLubyte, GLushort, and GLuint, respectively; and the
values GL_INT_2_10_10_10_REV and GL_UNSIGNED_INT_2_10_10_10_REV
indicating respectively four signed or unsigned elements packed into a
single GLuint.
glVertexAttribLFormat is used to specify layout for data associated
with a generic attribute variable declared as 64-bit double precision
components. For glVertexAttribLFormat, type must be GL_DOUBLE. In
contrast to glVertexAttribFormat, which will cause data declared as
GL_DOUBLE to be converted to 32-bit representation,
glVertexAttribLFormat causes such data to be left in its natural,
64-bit representation.
For glVertexAttribFormat, if normalized is GL_TRUE, then integer data
is normalized to the range [-1, 1] or [0, 1] if it is signed or
unsigned, respectively. If noramlized is GL_FALSE then integer data is
directly converted to floating point.
relativeoffset is the offset, measured in basic machine units of the
first element relative to the start of the vertex buffer binding this
attribute fetches from.
glVertexAttribFormat should be used to describe vertex attribute layout
for floating-point vertex attributes, glVertexAttribIFormat should be
used to describe vertex attribute layout for integer vertex attribute
and glVertexAttribLFormat should be used to describe the layout for
64-bit vertex attributes. Data for an array specified by
glVertexAttribIFormat will always be left as integer values; such data
are referred to as pure integers.
ERRORS
GL_INVAILD_VALUE is generated if attribindex is greater than or equal
to the value of GL_MAX_VERTEX_ATTRIBS.
GL_INVALID_VALUE is generated if size is not one of the accepted
values.
GL_INVALID_VALUE is generated if relativeoffset is greater than the
value of GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET.
GL_INVALID_ENUM is generated if type is not one of the accepted tokens.
GL_INVALID_OPERATION is generated if no vertex array object is bound.
ASSOCIATED GETS
glGet() with arguments GL_MAX_VERTEX_ATTRIB_BINDINGS, or
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET.
glGetVertexAttrib() with argument GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
SEE ALSO
glBindVertexBuffer(), glVertexAttribBinding(), glVertexAttribPointer(),
glVertexBindingDivisor(), glVertexAttribPointer().
COPYRIGHT
Copyright © 2012 Khronos Group. This material may be distributed
subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLVERTEXATTRIBFORMAT(3G)
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