mirror of
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223 lines
9.7 KiB
XML
223 lines
9.7 KiB
XML
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glVertexAttrib">
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<refmeta>
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<refentrytitle>glVertexAttrib</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glVertexAttrib</refname>
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<refpurpose>specify the value of a generic vertex attribute</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4f</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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<paramdef>GLfloat <parameter>v3</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>index</parameter></term>
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<listitem>
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<para>Specifies the index of the generic vertex
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attribute to be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term>
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<parameter>v0</parameter>,
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<parameter>v1</parameter>,
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<parameter>v2</parameter>,
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<parameter>v3</parameter>
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</term>
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<listitem>
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<para>Specifies the new values to be used for the
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specified vertex attribute.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib1fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib2fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib3fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glVertexAttrib4fv</function></funcdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>v</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>index</parameter></term>
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<listitem>
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<para>Specifies the index of the generic vertex
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attribute to be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>v</parameter></term>
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<listitem>
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<para>Specifies a pointer to an array of values to
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be used for the generic vertex attribute.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>The
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<function>glVertexAttrib</function> family of entry points
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allows an application to pass generic vertex attributes in
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numbered locations.</para>
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<para>Generic attributes are defined as four-component values
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that are organized into an array. The first entry of this array
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is numbered 0, and the size of the array is specified by the
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implementation-dependent symbolic constant
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<constant>GL_MAX_VERTEX_ATTRIBS</constant>. Individual elements
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of this array can be modified with a
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<function>glVertexAttrib</function> call that specifies the
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index of the element to be modified and a value for that
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element.</para>
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<para>These commands can be used to specify one, two, three, or
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all four components of the generic vertex attribute specified by
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<parameter>index</parameter>. A <function>1</function> in the
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name of the command indicates that only one value is passed, and
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it will be used to modify the first component of the generic
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vertex attribute. The second and third components will be set to
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0, and the fourth component will be set to 1. Similarly, a
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<function>2</function> in the name of the command indicates that
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values are provided for the first two components, the third
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component will be set to 0, and the fourth component will be set
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to 1. A <function>3</function> in the name of the command
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indicates that values are provided for the first three
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components and the fourth component will be set to 1, whereas a
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<function>4</function> in the name indicates that values are
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provided for all four components.</para>
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<para>The letter <function>f</function> indicates
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that the arguments are of type float. When
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<function>v</function> is appended to the name, the commands can
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take a pointer to an array of floats.</para>
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<para>OpenGL ES Shading Language attribute variables are allowed to
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be of type mat2, mat3, or mat4. Attributes of these types may be
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loaded using the <function>glVertexAttrib</function> entry
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points. Matrices must be loaded into successive generic
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attribute slots in column major order, with one column of the
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matrix in each generic attribute slot.</para>
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<para>A user-defined attribute variable declared in a vertex
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shader can be bound to a generic attribute index by calling
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<citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>.
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This allows an application to use descriptive variable
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names in a vertex shader. A subsequent change to the specified
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generic vertex attribute will be immediately reflected as a
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change to the corresponding attribute variable in the vertex
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shader.</para>
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<para>The binding between a generic vertex attribute index and a
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user-defined attribute variable in a vertex shader is part of
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the state of a program object, but the current value of the
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generic vertex attribute is not. The value of each generic
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vertex attribute is part of current state and it is maintained
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even if a different program object is used.</para>
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<para>An application may freely modify generic vertex attributes
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that are not bound to a named vertex shader attribute variable.
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These values are simply maintained as part of current state and
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will not be accessed by the vertex shader. If a generic vertex
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attribute bound to an attribute variable in a vertex shader is
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not updated while the vertex shader is executing, the vertex
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shader will repeatedly use the current value for the generic
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vertex attribute.</para>
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</refsect1>
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<refsect1 id="notes"><title>Notes</title>
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<para>It is possible for an application to bind more than one
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attribute name to the same generic vertex attribute index. This
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is referred to as aliasing, and it is allowed only if just one
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of the aliased attribute variables is active in the vertex
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shader, or if no path through the vertex shader consumes more
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than one of the attributes aliased to the same location. OpenGL
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implementations are not required to do error checking to detect
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aliasing, they are allowed to assume that aliasing will not
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occur, and they are allowed to employ optimizations that work
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only in the absence of aliasing.</para>
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</refsect1>
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<refsect1 id="errors"><title>Errors</title>
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<para><constant>GL_INVALID_VALUE</constant> is generated if
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<parameter>index</parameter> is greater than or equal to
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<constant>GL_MAX_VERTEX_ATTRIBS</constant>.</para>
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</refsect1>
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<refsect1 id="associatedgets"><title>Associated Gets</title>
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<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
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with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
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<para><citerefentry><refentrytitle>glGetActiveAttrib</refentrytitle></citerefentry>
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with argument <parameter>program</parameter> and the index of an active
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attribute variable</para>
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<para><citerefentry><refentrytitle>glGetAttribLocation</refentrytitle></citerefentry>
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with argument <parameter>program</parameter> and an attribute
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variable name</para>
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<para><citerefentry><refentrytitle>glGetVertexAttrib</refentrytitle></citerefentry>
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with arguments <constant>GL_CURRENT_VERTEX_ATTRIB</constant> and
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<parameter>index</parameter></para>
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</refsect1>
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<refsect1 id="seealso"><title>See Also</title>
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<para><citerefentry><refentrytitle>glBindAttribLocation</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glVertexAttribPointer</refentrytitle></citerefentry></para>
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</refsect1>
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<refsect1 id="copyright"><title>Copyright</title>
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<para>
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Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
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This material may be distributed subject to the terms and conditions set forth in
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the Open Publication License, v 1.0, 8 June 1999.
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<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
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</para>
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</refsect1>
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</refentry>
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