glvertexpointer man page on IRIX

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glVertexPointer(3G)	       OpenGL Reference		   glVertexPointer(3G)

NAME
     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 vertices. If
	      stride is 0, the vertices 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. The initial value is 0.

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 vertices
     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 prespecified vertex and vertex attribute arrays.  Use
     glArrayElement to specify primitives by indexing vertices and vertex
     attributes	 and glDrawElements to construct a sequence of primitives by
     indexing vertices and vertex attributes.

NOTES
     glVertexPointer is available only if the GL version is 1.1 or greater.

									Page 1

glVertexPointer(3G)	       OpenGL Reference		   glVertexPointer(3G)

     The vertex array is initially disabled and isn't accessed when
     glArrayElement, glDrawElements or glDrawArrays is called.

     Execution of glVertexPointer is not allowed between the execution of
     glBegin and the corresponding execution of glEnd, but an error may or may
     not be generated. If no error is generated, the operation is undefined.

     glVertexPointer is typically implemented on the client side.

     Vertex array parameters are client-side state and are therefore not saved
     or restored by glPushAttrib and glPopAttrib.  Use glPushClientAttrib and
     glPopClientAttrib instead.

ERRORS
     GL_INVALID_VALUE is generated if size is not 2, 3, or 4.

     GL_INVALID_ENUM is generated if type is is not an accepted value.

     GL_INVALID_VALUE is generated if stride is negative.

ASSOCIATED GETS
     glIsEnabled with argument GL_VERTEX_ARRAY
     glGet with argument GL_VERTEX_ARRAY_SIZE
     glGet with argument GL_VERTEX_ARRAY_TYPE
     glGet with argument GL_VERTEX_ARRAY_STRIDE
     glGetPointerv with argument GL_VERTEX_ARRAY_POINTER

MACHINE DEPENDENCIES
     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY,
     GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT,
     GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY,
     GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT
     between a call to glNewList and the corresponding call to glEndList.
     Instead, enable or disable before the call to glNewList.

     On InfiniteReality systems it is particularly important to minimize the
     amount of data transferred from the application to the graphics pipe,
     since the host-to-pipe bandwidth limit can cause a performance
     bottleneck.  One way to reduce the amount of data transferred per vertex
     is to use properly-aligned byte and short data types whenever possible.
     Accordingly, the EXT_vertex_array extension on InfiniteReality systems
     has been optimized for vertex information packed into the following data
     structures.  (Note: v represents vertex coordinates, c represents color
     components, n represents normal coordinates, and t represents texture
     coordinates.  Normals must have unit length.)

	  struct {GLfloat v[3];}
	  struct {GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort n[3]; GLfloat v[3];}
	  struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];}

									Page 2

glVertexPointer(3G)	       OpenGL Reference		   glVertexPointer(3G)

	  struct {GLshort t[2]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}

     Application-specific fields may be added to these structures, provided
     that all the fields described above retain their relative order and word
     alignment.

     An additional constraint applies when glTexGen is being used.  The
     implementation normally generates all four texture coordinates in
     parallel, and must take special action to generate just a subset of the
     four coordinates.	Therefore performance is best when none of the texture
     coordinates are being generated, or when all of them are being generated.
     For example, when using 2D texturing (generating s and t coordinates) it
     will be faster to enable texture coordinate generation for the r and q
     coordinates as well as s and t.  Choose a texture generation mode of
     GL_OBJECT_LINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for
     r and q, respectively.

     Using these structures on InfiniteReality systems can improve performance
     considerably, compared to structures in which all values are single-
     precision floating point.

SEE ALSO
     glArrayElement, glColorPointer, glDrawArrays, glDrawElements,
     glDrawRangeElements, glEdgeFlagPointer, glEnable, glGetPointerv,
     glIndexPointer, glInterleavedArrays, glNormalPointer, glPopClientAttrib,
     glPushClientAttrib, glTexCoordPointer

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