glBindAttribLocation man page on Darwin

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GLBINDATTRIBLOCATION(3G)	  OpenGL 3.3	      GLBINDATTRIBLOCATION(3G)

NAME
       glBindAttribLocation - Associates a generic vertex attribute index with
       a named attribute variable

C SPECIFICATION
       void glBindAttribLocation(GLuint program, GLuint index,
				 const GLchar *name);

PARAMETERS
       program
	   Specifies the handle of the program object in which the association
	   is to be made.

       index
	   Specifies the index of the generic vertex attribute to be bound.

       name
	   Specifies a null terminated string containing the name of the
	   vertex shader attribute variable to which index is to be bound.

DESCRIPTION
       glBindAttribLocation is used to associate a user-defined attribute
       variable in the program object specified by program with a generic
       vertex attribute index. The name of the user-defined attribute variable
       is passed as a null terminated string in name. The generic vertex
       attribute index to be bound to this variable is specified by index.
       When program is made part of current state, values provided via the
       generic vertex attribute index will modify the value of the
       user-defined attribute variable specified by name.

       If name refers to a matrix attribute variable, index refers to the
       first column of the matrix. Other matrix columns are then automatically
       bound to locations index+1 for a matrix of type mat2; index+1 and
       index+2 for a matrix of type mat3; and index+1, index+2, and index+3
       for a matrix of type mat4.

       This command makes it possible for vertex shaders to use descriptive
       names for attribute variables rather than generic variables that are
       numbered from 0 to GL_MAX_VERTEX_ATTRIBS -1. The values sent to each
       generic attribute index are part of current state. If a different
       program object is made current by calling glUseProgram(), the generic
       vertex attributes are tracked in such a way that the same values will
       be observed by attributes in the new program object that are also bound
       to index.

       Attribute variable name-to-generic attribute index bindings for a
       program object can be explicitly assigned at any time by calling
       glBindAttribLocation. Attribute bindings do not go into effect until
       glLinkProgram() is called. After a program object has been linked
       successfully, the index values for generic attributes remain fixed (and
       their values can be queried) until the next link command occurs.

       Any attribute binding that occurs after the program object has been
       linked will not take effect until the next time the program object is
       linked.

NOTES
       glBindAttribLocation can be called before any vertex shader objects are
       bound to the specified program object. It is also permissible to bind a
       generic attribute index to an attribute variable name that is never
       used in a vertex shader.

       If name was bound previously, that information is lost. Thus you cannot
       bind one user-defined attribute variable to multiple indices, but you
       can bind multiple user-defined attribute variables to the same index.

       Applications are allowed to bind more than one user-defined attribute
       variable to the same generic vertex attribute index. This is called
       aliasing, and it is allowed only if just one of the aliased attributes
       is active in the executable program, or if no path through the shader
       consumes more than one attribute of a set of attributes aliased to the
       same location. The compiler and linker are allowed to assume that no
       aliasing is done and are free to employ optimizations that work only in
       the absence of aliasing. OpenGL implementations are not required to do
       error checking to detect aliasing.

       Active attributes that are not explicitly bound will be bound by the
       linker when glLinkProgram() is called. The locations assigned can be
       queried by calling glGetAttribLocation().

       OpenGL copies the name string when glBindAttribLocation is called, so
       an application may free its copy of the name string immediately after
       the function returns.

       Generic attribute locations may be specified in the shader source text
       using a location layout qualifier. In this case, the location of the
       attribute specified in the shader's source takes precedence and may be
       queried by calling glGetAttribLocation().

ERRORS
       GL_INVALID_VALUE is generated if index is greater than or equal to
       GL_MAX_VERTEX_ATTRIBS.

       GL_INVALID_OPERATION is generated if name starts with the reserved
       prefix "gl_".

       GL_INVALID_VALUE is generated if program is not a value generated by
       OpenGL.

       GL_INVALID_OPERATION is generated if program is not a program object.

ASSOCIATED GETS
       glGet() with argument GL_MAX_VERTEX_ATTRIBS

       glGetActiveAttrib() with argument program

       glGetAttribLocation() with arguments program and name

       glIsProgram()

SEE ALSO
       glDisableVertexAttribArray(), glEnableVertexAttribArray(),
       glUseProgram(), glVertexAttrib(), glVertexAttribPointer()

COPYRIGHT
       Copyright © 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	      GLBINDATTRIBLOCATION(3G)
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