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GLVERTEXATTRIB(3G) OpenGL 3.3 GLVERTEXATTRIB(3G)
NAME
glVertexAttrib - Specifies the value of a generic vertex attribute
C SPECIFICATION
void glVertexAttrib1f(GLuint index, GLfloat v_);
void glVertexAttrib1s(GLuint index, GLshort v_);
void glVertexAttrib1d(GLuint index, GLdouble v_);
void glVertexAttribI1i(GLuint index, GLint v_);
void glVertexAttribI1ui(GLuint index, GLuint v_);
void glVertexAttrib2f(GLuint index, GLfloat v_, GLfloat v1);
void glVertexAttrib2s(GLuint index, GLshort v_, GLshort v1);
void glVertexAttrib2d(GLuint index, GLdouble v_, GLdouble v1);
void glVertexAttribI2i(GLuint index, GLint v_, GLint v1);
void glVertexAttribI2ui(GLuint index, GLuint v_, GLuint v1);
void glVertexAttrib3f(GLuint index, GLfloat v_, GLfloat v1, GLfloat v2);
void glVertexAttrib3s(GLuint index, GLshort v_, GLshort v1, GLshort v2);
void glVertexAttrib3d(GLuint index, GLdouble v_, GLdouble v1, GLdouble v2);
void glVertexAttribI3i(GLuint index, GLint v_, GLint v1, GLint v2);
void glVertexAttribI3ui(GLuint index, GLoint v_, GLoint v1, GLoint v2);
void glVertexAttrib4f(GLuint index, GLfloat v_, GLfloat v1, GLfloat v2, GLfloat v3);
void glVertexAttrib4s(GLuint index, GLshort v_, GLshort v1, GLshort v2, GLshort v3);
void glVertexAttrib4d(GLuint index, GLdouble v_, GLdouble v1, GLdouble v2, GLdouble v3);
void glVertexAttrib4Nub(GLuint index, GLubyte v_, GLubyte v1, GLubyte v2, GLubyte v3);
void glVertexAttribI4i(GLuint index, GLint v_, GLint v1, GLint v2, GLint v3);
void glVertexAttribI4ui(GLuint index, GLuint v_, GLuint v1, GLuint v2, GLuint v3);
PARAMETERS
index
Specifies the index of the generic vertex attribute to be modified.
v_, 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);
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_10_10_10_2 or
GL_UNSIGNED_INT_10_10_10_2 to specify signed or unsigned data, respectively.
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.
value
Specifies the new packed value to be used for the specified vertex attribute.
DESCRIPTION
OpenGL defines a number of standard vertex attributes that applications can modify with standard API
entry points (color, normal, texture coordinates, etc.). 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.
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.
glVertexAttrib4bv, glVertexAttrib4sv, glVertexAttrib4iv, glVertexAttrib4ubv, glVertexAttrib4usv,
glVertexAttrib4uiv, and glVertexAttrib4N versions are available only if the GL version is 3.1 or
higher.
glVertexAttribP versions are available only if the GL version is 3.3 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_10_10_10_2 or
GL_UNSIGNED_INT_10_10_10_2.
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 (C) 2003-2005 3Dlabs Inc. Ltd. 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/.
OpenGL 3.3 03/08/2011 GLVERTEXATTRIB(3G)
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