glVertexAttribFormat — specify the organization of vertex arrays
void glVertexAttribFormat(
|
GLuint attribindex, |
| GLint size, | |
| GLenum type, | |
| GLboolean normalized, | |
GLuint relativeoffset); |
void glVertexAttribIFormat(
|
GLuint attribindex, |
| GLint size, | |
| GLenum type, | |
GLuint relativeoffset); |
attribindex
The generic vertex attribute array being described.
size
The number of values per vertex that are stored in the array.
type
The type of the data stored in the array.
normalized
Specifies whether fixed-point data values should be normalized (GL_TRUE) or
converted directly as fixed-point values (GL_FALSE) when they are accessed. This parameter is ignored if type is GL_FIXED.
relativeoffset
An offset to the first element relative to the start of the vertex buffer binding.
glVertexAttribFormat and glVertexAttribIFormat
specify the organization of data in vertex arrays.
attribindex specifies the index of the generic vertex attribute
array whose data layout is being described, and must be less
than the value of GL_MAX_VERTEX_ATTRIBS.
size determines the number of components per vertex are allocated
to the specifed attribute and must be 1, 2, 3 or 4. type indicates
the type of the data. If type is one of GL_BYTE,
GL_SHORT, GL_INT, GL_FIXED,
GL_FLOAT and GL_HALF_FLOAT
indicate types GLbyte, GLshort,
GLint, GLfixed, GLfloat, and GLhalf
respectively; the values GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT, and GL_UNSIGNED_INT indicate types
GLubyte, GLushort, and GLuint,
respectively; the values GL_INT_2_10_10_10_REV and
GL_UNSIGNED_INT_2_10_10_10_REV indicating respectively four signed or
unsigned elements packed into a single GLuint.
For glVertexAttribFormat, if normalized is
GL_TRUE, then integer data is normalized to the range [-1, 1] or
[0, 1] if it is signed or unsigned, respectively. If normalized is
GL_FALSE then integer data is directly converted to floating point.
relativeoffset is the byte offset of the first element relative
to the start of the vertex buffer binding this attribute fetches from.
glVertexAttribFormat should be used to describe vertex attribute
layout for floating-point vertex attributes and glVertexAttribIFormat
should be used to describe vertex attribute layout for integer vertex attributes.
Data for an array specified by glVertexAttribIFormat will always be
left as integer values; such data are referred to as pure integers.
GL_INVALID_VALUE is generated if attribindex is greater than
or equal to the value of GL_MAX_VERTEX_ATTRIBS.
GL_INVALID_VALUE is generated if size is not
one of the accepted values.
GL_INVALID_VALUE is generated if relativeoffset is greater
than the value of GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET.
GL_INVALID_ENUM is generated if type is not
one of the accepted tokens.
GL_INVALID_OPERATION is generated if no vertex array object is bound.
glGet with arguments GL_MAX_VERTEX_ATTRIB_BINDINGS,
or GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET.
glGetVertexAttrib with argument GL_VERTEX_ATTRIB_RELATIVE_OFFSET.
| OpenGL ES API Version | ||||
|---|---|---|---|---|
| Function Name | 2.0 | 3.0 | 3.1 | 3.2 |
glVertexAttribFormat
|
- | - | ✔ | ✔ |
glVertexAttribIFormat
|
- | - | ✔ | ✔ |
glBindVertexBuffer, glVertexAttribBinding, glVertexAttribPointer, glVertexBindingDivisor, glVertexAttribPointer.
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