Graphics Reference
In-Depth Information
serve as the basis for vertex buffer objects that provide an efficient and
flexible way for specifying vertex attribute data. Vertex arrays are specified
using the glVertexAttribPointer or glVertexAttribIPointer function.
void glVertexAttribPointer (GLuint index , GLint size ,
GLenum type ,
GLboolean normalized ,
GLsizei stride ,
const void * ptr )
void glVertexAttribIPointer (GLuint index , GLint size ,
GLenum type ,
GLsizei stride ,
const void * ptr )
specifies the generic vertex attribute index. This value can
range from 0 to the maximum vertex attributes supported
minus 1.
index
number of components specified in the vertex array for
the vertex attribute referenced by the index. Valid values
are 1-4.
size
data format. Valid values for both functions are
GL_BYTE
GL_UNSIGNED_BYTE
GL_SHORT
GL_UNSIGNED_SHORT
GL_INT
GL_UNSIGNED_INT
Valid values for glVertexAttribPointer also include
GL_HALF_FLOAT
GL_FLOAT
GL_FIXED
GL_INT_2_10_10_10_REV
GL_UNSIGNED_INT_2_10_10_10_REV
type
( glVertexAttribPointer only) is used to indicate
whether the non-floating data format type should be
normalized when converted to floating-point values. For
glVertexAttribIPointer , the values are treated as integers.
normalized
the components of vertex attribute specified by size are
stored sequentially for each vertex. stride specifies the
delta between data for vertex index I and vertex (I + 1).
If stride is 0, attribute data for all vertices are stored
(continues)
stride
 
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