glVertexAttrib
3G
glVertexAttrib
Specifies the value of a generic vertex attribute
C Specification
void glVertexAttrib1f
GLuint index
GLfloat v0
void glVertexAttrib1s
GLuint index
GLshort v0
void glVertexAttrib1d
GLuint index
GLdouble v0
void glVertexAttribI1i
GLuint index
GLint v0
void glVertexAttribI1ui
GLuint index
GLuint v0
void glVertexAttrib2f
GLuint index
GLfloat v0
GLfloat v1
void glVertexAttrib2s
GLuint index
GLshort v0
GLshort v1
void glVertexAttrib2d
GLuint index
GLdouble v0
GLdouble v1
void glVertexAttribI2i
GLuint index
GLint v0
GLint v1
void glVertexAttribI2ui
GLuint index
GLuint v0
GLuint v1
void glVertexAttrib3f
GLuint index
GLfloat v0
GLfloat v1
GLfloat v2
void glVertexAttrib3s
GLuint index
GLshort v0
GLshort v1
GLshort v2
void glVertexAttrib3d
GLuint index
GLdouble v0
GLdouble v1
GLdouble v2
void glVertexAttribI3i
GLuint index
GLint v0
GLint v1
GLint v2
void glVertexAttribI3ui
GLuint index
GLuint v0
GLuint v1
GLuint v2
void glVertexAttrib4f
GLuint index
GLfloat v0
GLfloat v1
GLfloat v2
GLfloat v3
void glVertexAttrib4s
GLuint index
GLshort v0
GLshort v1
GLshort v2
GLshort v3
void glVertexAttrib4d
GLuint index
GLdouble v0
GLdouble v1
GLdouble v2
GLdouble v3
void glVertexAttrib4Nub
GLuint index
GLubyte v0
GLubyte v1
GLubyte v2
GLubyte v3
void glVertexAttribI4i
GLuint index
GLint v0
GLint v1
GLint v2
GLint v3
void glVertexAttribI4ui
GLuint index
GLuint v0
GLuint v1
GLuint v2
GLuint v3
void glVertexAttribL1d
GLuint index
GLdouble v0
void glVertexAttribL2d
GLuint index
GLdouble v0
GLdouble v1
void glVertexAttribL3d
GLuint index
GLdouble v0
GLdouble v1
GLdouble v2
void glVertexAttribL4d
GLuint index
GLdouble v0
GLdouble v1
GLdouble v2
GLdouble v3
Parameters
index
Specifies the index of the generic vertex
attribute to be modified.
v0,
v1,
v2,
v3
Specifies the new values to be used for the
specified vertex attribute.
C Specification
void glVertexAttrib1fv
GLuint index
const GLfloat *v
void glVertexAttrib1sv
GLuint index
const GLshort *v
void glVertexAttrib1dv
GLuint index
const GLdouble *v
void glVertexAttribI1iv
GLuint index
const GLint *v
void glVertexAttribI1uiv
GLuint index
const GLuint *v
void glVertexAttrib2fv
GLuint index
const GLfloat *v
void glVertexAttrib2sv
GLuint index
const GLshort *v
void glVertexAttrib2dv
GLuint index
const GLdouble *v
void glVertexAttribI2iv
GLuint index
const GLint *v
void glVertexAttribI2uiv
GLuint index
const GLuint *v
void glVertexAttrib3fv
GLuint index
const GLfloat *v
void glVertexAttrib3sv
GLuint index
const GLshort *v
void glVertexAttrib3dv
GLuint index
const GLdouble *v
void glVertexAttribI3iv
GLuint index
const GLint *v
void glVertexAttribI3uiv
GLuint index
const GLuint *v
void glVertexAttrib4fv
GLuint index
const GLfloat *v
void glVertexAttrib4sv
GLuint index
const GLshort *v
void glVertexAttrib4dv
GLuint index
const GLdouble *v
void glVertexAttrib4iv
GLuint index
const GLint *v
void glVertexAttrib4bv
GLuint index
const GLbyte *v
void glVertexAttrib4ubv
GLuint index
const GLubyte *v
void glVertexAttrib4usv
GLuint index
const GLushort *v
void glVertexAttrib4uiv
GLuint index
const GLuint *v
void glVertexAttrib4Nbv
GLuint index
const GLbyte *v
void glVertexAttrib4Nsv
GLuint index
const GLshort *v
void glVertexAttrib4Niv
GLuint index
const GLint *v
void glVertexAttrib4Nubv
GLuint index
const GLubyte *v
void glVertexAttrib4Nusv
GLuint index
const GLushort *v
void glVertexAttrib4Nuiv
GLuint index
const GLuint *v
void glVertexAttribI4bv
GLuint index
const GLbyte *v
void glVertexAttribI4ubv
GLuint index
const GLubyte *v
void glVertexAttribI4sv
GLuint index
const GLshort *v
void glVertexAttribI4usv
GLuint index
const GLushort *v
void glVertexAttribI4iv
GLuint index
const GLint *v
void glVertexAttribI4uiv
GLuint index
const GLuint *v
void glVertexAttribL1dv
GLuint index
const GLdouble *v
void glVertexAttribL2dv
GLuint index
const GLdouble *v
void glVertexAttribL3dv
GLuint index
const GLdouble *v
void glVertexAttribL4dv
GLuint index
const GLdouble *v
Parameters
index
Specifies the index of the generic vertex
attribute to be modified.
v
Specifies a pointer to an array of values to
be used for the generic vertex attribute.
C Specification
void glVertexAttribP1ui
GLuint index
GLenum type
GLboolean normalized
GLuint value
void glVertexAttribP2ui
GLuint index
GLenum type
GLboolean normalized
GLuint value
void glVertexAttribP3ui
GLuint index
GLenum type
GLboolean normalized
GLuint value
void glVertexAttribP4ui
GLuint index
GLenum type
GLboolean normalized
GLuint value
Parameters
index
Specifies the index of the generic vertex
attribute to be modified.
type
Type of packing used on the data. This parameter must be
GL_INT_2_10_10_10_REV or GL_UNSIGNED_INT_2_10_10_10_REV,
to specify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV
to specify floating point data.
normalized
If GL_TRUE, then the values are to be
converted to floating point values by normalizing. Otherwise,
they are converted directly to floating-point values.
If type indicates a floating-pont format,
then normalized value must be GL_FALSE.
value
Specifies the new packed value to be used for the
specified vertex attribute.
Description
The glVertexAttrib family of entry points
allows an application to pass generic vertex attributes in
numbered locations.
Generic attributes are defined as four-component values
that are organized into an array. The first entry of this array
is numbered 0, and the size of the array is specified by the
implementation-dependent constant
GL_MAX_VERTEX_ATTRIBS. Individual elements
of this array can be modified with a
glVertexAttrib call that specifies the
index of the element to be modified and a value for that
element.
These commands can be used to specify one, two, three, or
all four components of the generic vertex attribute specified by
index. A 1 in the
name of the command indicates that only one value is passed, and
it will be used to modify the first component of the generic
vertex attribute. The second and third components will be set to
0, and the fourth component will be set to 1. Similarly, a
2 in the name of the command indicates that
values are provided for the first two components, the third
component will be set to 0, and the fourth component will be set
to 1. A 3 in the name of the command
indicates that values are provided for the first three
components and the fourth component will be set to 1, whereas a
4 in the name indicates that values are
provided for all four components.
The letters s,
f, i,
d, ub,
us, and ui indicate
whether the arguments are of type short, float, int, double,
unsigned byte, unsigned short, or unsigned int. When
v is appended to the name, the commands can
take a pointer to an array of such values.
Additional capitalized letters can indicate further alterations
to the default behavior of the glVertexAttrib function:
The commands containing N indicate that
the arguments will be passed as fixed-point values that are
scaled to a normalized range according to the component
conversion rules defined by the OpenGL specification. Signed
values are understood to represent fixed-point values in the
range [-1,1], and unsigned values are understood to represent
fixed-point values in the range [0,1].
The commands containing I indicate that
the arguments are extended to full signed or unsigned integers.
The commands containing P indicate that
the arguments are stored as packed components within a larger
natural type.
The commands containing L indicate that
the arguments are full 64-bit quantities and should be passed directly
to shader inputs declared as 64-bit double precision types.
OpenGL Shading Language attribute variables are allowed to
be of type mat2, mat3, or mat4. Attributes of these types may be
loaded using the glVertexAttrib entry
points. Matrices must be loaded into successive generic
attribute slots in column major order, with one column of the
matrix in each generic attribute slot.
A user-defined attribute variable declared in a vertex
shader can be bound to a generic attribute index by calling
glBindAttribLocation.
This allows an application to use more descriptive variable
names in a vertex shader. A subsequent change to the specified
generic vertex attribute will be immediately reflected as a
change to the corresponding attribute variable in the vertex
shader.
The binding between a generic vertex attribute index and a
user-defined attribute variable in a vertex shader is part of
the state of a program object, but the current value of the
generic vertex attribute is not. The value of each generic
vertex attribute is part of current state, just like standard
vertex attributes, and it is maintained even if a different
program object is used.
An application may freely modify generic vertex attributes
that are not bound to a named vertex shader attribute variable.
These values are simply maintained as part of current state and
will not be accessed by the vertex shader. If a generic vertex
attribute bound to an attribute variable in a vertex shader is
not updated while the vertex shader is executing, the vertex
shader will repeatedly use the current value for the generic
vertex attribute.
Notes
Generic vertex attributes can be updated at any time.
It is possible for an application to bind more than one
attribute name to the same generic vertex attribute index. This
is referred to as aliasing, and it is allowed only if just one
of the aliased attribute variables is active in the vertex
shader, or if no path through the vertex shader consumes more
than one of the attributes aliased to the same location. OpenGL
implementations are not required to do error checking to detect
aliasing, they are allowed to assume that aliasing will not
occur, and they are allowed to employ optimizations that work
only in the absence of aliasing.
There is no provision for binding standard vertex
attributes; therefore, it is not possible to alias generic
attributes with standard attributes.
glVertexAttribL versions are available only if the GL version is 4.1 or higher.
GL_UNSIGNED_INT_10F_11F_11F_REV is accepted for type
by glVertexAttribP* only if the GL version is 4.4 or higher.
Errors
GL_INVALID_VALUE is generated if
index is greater than or equal to
GL_MAX_VERTEX_ATTRIBS.
GL_INVALID_ENUM is generated if
glVertexAttribP* is used with a
type other than
GL_INT_2_10_10_10_REV,
GL_UNSIGNED_INT_2_10_10_10_REV,
or GL_UNSIGNED_INT_10F_11F_11F_REV.
GL_INVALID_ENUM is generated if
glVertexAttribL is used with a
type other than
GL_DOUBLE.
Associated Gets
glGet
with the argument GL_CURRENT_PROGRAM
glGetActiveAttrib
with argument program and the index of an active
attribute variable
glGetAttribLocation
with argument program and an attribute
variable name
glGetVertexAttrib
with arguments GL_CURRENT_VERTEX_ATTRIB and
index
See Also
glBindAttribLocation,
glVertexAttribPointer
Copyright
Copyright 2003-2005 3Dlabs Inc. Ltd.
Copyright 2010-2013 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/.