GLBINDVERTEXBUFFER(3G)

NAME ✨

okay bestie, welcome to the GLBINDVERTEXBUFFER page from the 3G manual β€” yes, the header says [FIXME: manual], and we are choosing to be obsessed with that placeholder era πŸ’….

glBindVertexBuffer, glVertexArrayVertexBuffer β€” bind a buffer to a vertex buffer bind point. That's the whole main-character job: attaching a buffer to a binding point, no cap.


C SPECIFICATION πŸŽ€

the signatures, untouched and iconic:

void glBindVertexBuffer(GLuint bindingindex, GLuint buffer,
                        GLintptr offset, GLsizei stride);

void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex,
                               GLuint buffer, GLintptr offset,
                               GLsizei stride);

PARAMETERS πŸ’–

  • vaobj β€” specifies the name of the vertex array object to be used by the glVertexArrayVertexBuffer function. like, this is the VAO bestie you're pointing at 🫢
  • bindingindex β€” the index of the vertex buffer binding point to which to bind the buffer.
  • buffer β€” the name of a buffer to bind to the vertex buffer binding point.
  • offset β€” the offset of the first element of the buffer.
  • stride β€” the distance between elements within the buffer.

DESCRIPTION 🌸

glBindVertexBuffer and glVertexArrayVertexBuffer bind the buffer named buffer to the vertex buffer binding point whose index is given by bindingindex. glBindVertexBuffer modifies the binding of the currently bound vertex array object, whereas glVertexArrayVertexBuffer allows the caller to specify ID of the vertex array object with an argument named vaobj, for which the binding should be modified. so yes: one is "current VAO" energy, the other lets you name the VAO directly πŸ‘‘

offset and stride specify the offset of the first element within the buffer and the distance between elements within the buffer, respectively, and are both measured in basic machine units. bindingindex must be less than the value of GL_MAX_VERTEX_ATTRIB_BINDINGS. offset and stride must be greater than or equal to zero. If buffer is zero, then any buffer currently bound to the specified binding point is unbound. literally released into the void πŸ’€

If buffer is not the name of an existing buffer object, the GL first creates a new state vector, initialized with a zero-sized memory buffer and comprising all the state and with the same initial values as in case of glBindBuffer. buffer is then attached to the specified bindingindex of the vertex array object. that's the lore, fr fr πŸ¦‹


ERRORS 😭

  • GL_INVALID_OPERATION is generated by glBindVertexBuffer if no vertex array object is bound.
  • GL_INVALID_OPERATION is generated by glVertexArrayVertexBuffer if vaobj is not the name of an existing vertex array object.
  • GL_INVALID_VALUE is generated if bindingindex is greater than or equal to the value of GL_MAX_VERTEX_ATTRIB_BINDINGS.
  • GL_INVALID_VALUE is generated if offset or stride is less than zero, or if stride is greater than the value of GL_MAX_VERTEX_ATTRIB_STRIDE.
  • GL_INVALID_VALUE is generated if buffer is not zero or the name of an existing buffer object (as returned by glGenBuffers or glCreateBuffers).
vibe check failed? these are the error constants you're looking for, bestie πŸ’…

ASSOCIATED GETS πŸ”₯

  • glGet() with argument GL_MAX_VERTEX_ATTRIB_BINDINGS.

VERSION SUPPORT πŸ‘‘

the original column label is OpenGL Version, and the row label vibe is Function / Feature Name. no table here because tables are not the moment, but every value is right here πŸŽ€

  • glBindVertexBuffer
    • OpenGL 2.0: -
    • OpenGL 2.1: -
    • OpenGL 3.0: -
    • OpenGL 3.1: -
    • OpenGL 3.2: -
    • OpenGL 3.3: -
    • OpenGL 4.0: -
    • OpenGL 4.1: -
    • OpenGL 4.2: -
    • OpenGL 4.3: βœ”
    • OpenGL 4.4: βœ”
    • OpenGL 4.5: βœ”
  • glVertexArrayVertexBuffer
    • OpenGL 2.0: -
    • OpenGL 2.1: -
    • OpenGL 3.0: -
    • OpenGL 3.1: -
    • OpenGL 3.2: -
    • OpenGL 3.3: -
    • OpenGL 4.0: -
    • OpenGL 4.1: -
    • OpenGL 4.2: -
    • OpenGL 4.3: -
    • OpenGL 4.4: -
    • OpenGL 4.5: βœ”

SEE ALSO 🌈

  • glVertexAttribBinding()
  • glVertexAttribFormat()
  • glVertexAttribPointer()
  • glVertexBindingDivisor()

Copyright Β© 2014 Khronos Group. 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/.


Copyright Β© 2014 Khronos Group


and that's the page, bestie 🫢 β€” sourced from [FIXME: source], version GLBINDVERTEXBUFFER(3G), dated 08/09/2021. bye, slay, no cap πŸ’œ

πŸ“¦ where this page comes from