Graphics Reference
In-Depth Information
index
specifies the vertex attribute to query and will be a
value between 0 and GL_ACTIVE_ATTRIBUTES - 1. The
value of GL_ACTIVE_ATTRIBUTES is determined with
glGetProgramiv .
bufsize
specifies the maximum number of characters that may be
written into name , including the null terminator.
length
returns the number of characters written into name ,
excluding the null terminator, if length is not NULL .
type
returns the type of the attribute. Valid values are
GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3,
GL_FLOAT_VEC4, GL_FLOAT_MAT2, GL_FLOAT_MAT3,
GL_FLOAT_MAT4, GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4,
GL_FLOAT_MAT3x2, GL_FLOAT_MAT3x4, GL_FLOAT_MAT4x2,
GL_FLOAT_MAT_4x3, GL_INT, GL_INT_VEC2, GL_INT_VEC3,
GL_INT_VEC4, GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2,
GL_UNSIGNED_INT_VEC3, GL_UNSIGNED_INT_VEC4
size
returns the size of the attribute. This is specified in units of
the type returned by type . If the variable is not an array,
size will always be 1. If the variable is an array, then size
returns the size of the array.
name
name of the attribute variable as declared in the vertex
shader.
The glGetActiveAttrib call provides information about the attribute
selected by index . As detailed in the description of glGetActiveAttrib ,
index must be a value between 0 and GL_ACTIVE_ATTRIBUTES - l. The
value of GL_ACTIVE_ATTRIBUTES is queried using glGetProgramiv .
An index of 0 selects the first active attributes, and an index of
GL_ACTIVE_ATTRIBUTES - 1 selects the last vertex attribute.
Binding Vertex Attributes to Attribute Variables
in a Vertex Shader
We discussed earlier that in a vertex shader, vertex attribute variables
are specified by the in qualifier, the number of active attributes can
be queried using glGetProgramiv , and the list of active attributes
in a program can be queried using glGetActiveAttrib . We also
described how generic attribute indices that range from 0 to
( GL_MAX_VERTEX_ATTRIBS - 1) are used to enable a generic vertex
 
 
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