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glVertexPointer
Chapter 20
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glVertexPointer
glVertexPointer: define an array of vertex data.
C Specification
void glVertexPointer(
GLint size,
GLenum type,
GLsizei stride,
const GLvoid *pointer)
Parameters
size Specifies the number of coordinates per vertex; must be 2, 3, or 4. The
initial value is 4.
type Specifies the data type of each coordinate in the array. Symbolic
constants GL_SHORT, GL_INT, GL_FLOAT, and GL_DOUBLE are
accepted. The initial value is GL_FLOAT.
stride Specifies the byte offset between consecutive vertexes. If stride is 0, the
vertexes are understood to be tightly packed in the array. The initial
value is 0.
pointer Specifies a pointer to the first coordinate of the first vertex in the array.
Description
glVertexPointer specifies the location and data format of an array of vertex coordinates
to use when rendering. size specifies the number of coordinates per vertex and type the
data type of the coordinates. stride specifies the byte stride from one vertex to the next
allowing vertexes and attributes to be packed into a single array or stored in separate
arrays. (Single-array storage may be more efficient on some implementations; see
glInterleavedArrays.) When a vertex array is specified, size, type, stride, and pointer are
saved as client-side state.
To enable and disable the vertex array, call glEnableClientState and
glDisableClientState with the argument GL_VERTEX_ARRAY. If enabled, the vertex
array is used when glDrawArrays, glDrawElements, or glArrayElement is called.
Use glDrawArrays to construct a sequence of primitives (all of the same type) from
pre-specified vertex and vertex attribute arrays. Use glArrayElement to specify
primitives by indexing vertexes and vertex attributes and glDrawElements to construct
a sequence of primitives by indexing vertexes and vertex attributes.
Notes
glVertexPointer is available only if the GL version is 1.1 or greater.
The vertex array is initially disabled and isn’t accessed when glArrayElement,
glDrawElements or glDrawArrays is called.