glVertexAttrib — Specifies the value of a generic vertex attribute
| void glVertexAttrib1f( | GLuint index, | 
| GLfloat v0 ); | 
| void glVertexAttrib2f( | GLuint index, | 
| GLfloat v0, | |
| GLfloat v1 ); | 
| void glVertexAttrib3f( | GLuint index, | 
| GLfloat v0, | |
| GLfloat v1, | |
| GLfloat v2 ); | 
| void glVertexAttrib4f( | GLuint index, | 
| GLfloat v0, | |
| GLfloat v1, | |
| GLfloat v2, | |
| GLfloat 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 glVertexAttrib1fv( | GLuint index, | 
| const GLfloat *v ); | 
| void glVertexAttrib2fv( | GLuint index, | 
| const GLfloat *v ); | 
| void glVertexAttrib3fv( | GLuint index, | 
| const GLfloat *v ); | 
| void glVertexAttrib4fv( | GLuint index, | 
| const GLfloat *v ); | 
| void glVertexAttribI4iv( | GLuint index, | 
| const GLint *v ); | 
| void glVertexAttribI4uiv( | GLuint index, | 
| const GLuint *v ); | 
index
                
              
            Specifies the index of the generic vertex attribute to be modified.
v0,
            v1,
            v2,
            v3
        
            For the scalar commands, specifies the new values to be used for the specified vertex attribute.
v
                
              
            
                For the vector commands
                (glVertexAttrib*v), specifies a pointer
                to an array of values to be used for the generic vertex
                attribute.
            
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 f, i,
    and ui indicate
    whether the arguments are of type float, int, 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 I indicate that 
            the arguments are extended to full signed or unsigned integers.
        
OpenGL ES 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, 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.
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.
The resulting attribute values are undefined if the base 
        type of the shader attribute at slot index 
        does not match the type of glUniform command used.
        If the attribute is floating point, the glUniform*f[v] commands 
        should be used. If the attribute is unsigned integer, 
        the glUniformI4ui* commands should be used. If the attribute is
        a signed integer, the glUniformI4i* commands should be used.
        
GL_INVALID_VALUE is generated if
    index is greater than or equal to
    GL_MAX_VERTEX_ATTRIBS.
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
| OpenGL ES API Version | ||||
|---|---|---|---|---|
| Function Name | 2.0 | 3.0 | 3.1 | 3.2 | 
| glVertexAttrib1f | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib2f | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib3f | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib4f | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttribI4i | - | ✔ | ✔ | ✔ | 
| glVertexAttribI4ui | - | ✔ | ✔ | ✔ | 
| glVertexAttrib1fv | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib2fv | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib3fv | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttrib4fv | ✔ | ✔ | ✔ | ✔ | 
| glVertexAttribI4iv | - | ✔ | ✔ | ✔ | 
| glVertexAttribI4uiv | - | ✔ | ✔ | ✔ | 
Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010-2015 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. https://opencontent.org/openpub/.