GLVERTEXATTRIB(3G)

✨ GLVERTEXATTRIB(3G) ✨

okay bestie, manual name check: [FIXME: manual] β€” yes, literally that, and we're keeping it exactly as-is. iconic.

🌸 NAME 🌸

glVertexAttrib β€” specifies the value of a generic vertex attribute πŸ’…

✨ C SPECIFICATION ✨

here is the whole signature buffet, copied exactly because we do not mess with C types:

void glVertexAttrib1f(GLuint index, GLfloat v0);

void glVertexAttrib1s(GLuint index, GLshort v0);

void glVertexAttrib1d(GLuint index, GLdouble v0);

void glVertexAttribI1i(GLuint index, GLint v0);

void glVertexAttribI1ui(GLuint index, GLuint v0);

void glVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1);

void glVertexAttrib2s(GLuint index, GLshort v0, GLshort v1);

void glVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1);

void glVertexAttribI2i(GLuint index, GLint v0, GLint v1);

void glVertexAttribI2ui(GLuint index, GLuint v0, GLuint v1);

void glVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);

void glVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2);

void glVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1,
                      GLdouble v2);

void glVertexAttribI3i(GLuint index, GLint v0, GLint v1, GLint v2);

void glVertexAttribI3ui(GLuint index, GLuint v0, GLuint v1, GLuint v2);

void glVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2,
                      GLfloat v3);

void glVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2,
                      GLshort v3);

void glVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1,
                      GLdouble v2, GLdouble v3);

void glVertexAttrib4Nub(GLuint index, GLubyte v0, GLubyte v1,
                        GLubyte v2, GLubyte v3);

void glVertexAttribI4i(GLuint index, GLint v0, GLint v1, GLint v2,
                       GLint v3);

void glVertexAttribI4ui(GLuint index, GLuint v0, GLuint v1, GLuint v2,
                        GLuint v3);

void glVertexAttribL1d(GLuint index, GLdouble v0);

void glVertexAttribL2d(GLuint index, GLdouble v0, GLdouble v1);

void glVertexAttribL3d(GLuint index, GLdouble v0, GLdouble v1,
                       GLdouble v2);

void glVertexAttribL4d(GLuint index, GLdouble v0, GLdouble v1,
                       GLdouble v2, GLdouble v3);

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);

void glVertexAttribL1dv(GLuint index, const GLdouble *v);

void glVertexAttribL2dv(GLuint index, const GLdouble *v);

void glVertexAttribL3dv(GLuint index, const GLdouble *v);

void glVertexAttribL4dv(GLuint index, const GLdouble *v);

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);

πŸŽ€ PARAMETERS πŸŽ€

  • index β€” tells you which generic vertex attribute gets modified. that's the whole vibe. 🫢
  • v0, v1, v2, v3 β€” for the scalar commands, these are the new values used for the specified vertex attribute.
  • v β€” for the vector commands (glVertexAttrib*v), this is a pointer to an array of values used for the generic vertex attribute.
  • type β€” for the packed commands (glVertexAttribP*), this specifies the type of packing used on the data. it must be GL_INT_2_10_10_10_REV or GL_UNSIGNED_INT_2_10_10_10_REV to specify signed or unsigned data, respectively, or GL_UNSIGNED_INT_10F_11F_11F_REV to specify floating point data. no random type, bestie.
  • normalized β€” for the packed commands, if GL_TRUE, then the values are converted to floating point values by normalizing. otherwise, they are converted directly to floating-point values. if type indicates a floating-point format, then normalized value must be GL_FALSE.
  • value β€” for the packed commands, this specifies the new packed value to be used for the specified vertex attribute.

πŸ’– DESCRIPTION πŸ’–

the glVertexAttrib family of entry points lets an application pass generic vertex attributes in numbered locations. yes, numbered. very organized. very main character. ✨

generic attributes are defined as four-component values 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. okay that's actually such a cute naming system ngl 😭

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.
  • the commands containing L indicate that the arguments are full 64-bit quantities and should be passed directly to shader inputs declared as 64-bit double precision types.

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. slay, binding. πŸ’…

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. important distinction, bestie β€” don't mix them up.

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 ✨

Okay bestie, this is the part where they tell you the vibes-and-caveats stuff, so pay attention 🫢

  • Generic vertex attributes can be updated at any time. No scheduling, no appointment, no waiting for a full moon. Just go. ✨
  • Here's the messy one: an app can bind more than one attribute name to the same generic vertex attribute index. That's called aliasing, and it's allowed only if just one of the aliased attribute variables is actually 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. Like, one of them can be the main character at a time, that's the rule πŸ’…
  • And ngl, OpenGL implementations are not required to do error checking to detect aliasing. They're allowed to assume aliasing won't happen, and they're allowed to use optimizations that only work in the absence of aliasing. So if you alias and it gets weird, that's on you, not them 😭
Lowkey important: there is no provision for binding standard vertex attributes. So it is not possible to alias generic attributes with standard attributes. Not a thing. Never was. Don't try it 🚫
  • The glVertexAttribL versions are available only if the GL version is 4.1 or higher. Check your version first, bestie, don't just yolo it πŸ™ˆ
  • GL_UNSIGNED_INT_10F_11F_11F_REV is accepted for type by glVertexAttribP* only if the GL version is 4.4 or higher. Version check again. It's giving "read the requirements before you submit" πŸ“‹

πŸ’€ ERRORS πŸ’€

When you mess up, the GL will let you know with one of these bad boys:

  • GL_INVALID_VALUE gets generated if index is greater than or equal to GL_MAX_VERTEX_ATTRIBS. You went past the limit, babe. It's giving out-of-bounds 🚨
  • GL_INVALID_ENUM gets generated if glVertexAttribP* is used with a type other than GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, or GL_UNSIGNED_INT_10F_11F_11F_REV. Those three, or nothing. Periodt βœ‹
  • GL_INVALID_ENUM gets generated if glVertexAttribL is used with a type other than GL_DOUBLE. GL_DOUBLE only. That's the whole guest list and nobody else is getting in πŸŽ€

πŸ” ASSOCIATED GETS πŸ”

Like, if you wanna ask about stuff after the fact, here's your little toolset:

  • 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

✨ VERSION SUPPORT ✨

okay so the original has this giant grid here and honestly it's giving spreadsheet realness πŸ’… so let me translate it for you. The columns across the top are the OpenGL Version numbers β€” 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5 β€” and the rows down the side are the Function / Feature Name. A βœ” means "yes bestie, this one's supported in that version."

and the tea? every single one of them is βœ” in every single column. like, all twelve versions, no gaps, no missing checkmarks, no drama. she's consistent. she's reliable. she's iconic 🌈


πŸŽ€ the one-component girlies

  • glVertexAttrib1d β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib1dv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib1f β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib1fv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib1s β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib1sv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5

πŸ¦‹ the two-component girlies

  • glVertexAttrib2d β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib2dv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib2f β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib2fv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib2s β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib2sv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5

🌸 the three-component girlies

  • glVertexAttrib3d β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib3dv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib3f β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib3fv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib3s β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib3sv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5

πŸ‘‘ the 4N crew (normalized fr fr)

  • glVertexAttrib4Nbv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib4Niv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib4Nsv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib4Nub β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib4Nubv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
  • glVertexAttrib4Nuiv β€” βœ” 2.0 βœ” 2.1 βœ” 3.0 βœ” 3.1 βœ” 3.2 βœ” 3.3 βœ” 4.0 βœ” 4.1 βœ” 4.2 βœ” 4.3 βœ” 4.4 βœ” 4.5
so yeah β€” twenty-four functions, twelve versions, and not one single ✘ in sight. it's giving "always been there for you" energy 🫢

and bestie that's literally the entire grid, but the page keeps going β€” there's still more coming, don't scroll away on me πŸ‘€πŸ’–

okay bestie, the version table keeps rolling and this chunk is honestly the most satisfying slice of the whole page, because the pattern is so clean it's giving choreography. Two groups. Two vibes. Let's go πŸŽ€


Group one: the all-βœ” girlies. Every single row here is a checkmark in all twelve version columns of the VERSION SUPPORT table β€” no dashes anywhere, no drama, supported in every version the table covers. Iconic behaviour, fr fr. ✨

  • glVertexAttrib4Nusv
  • glVertexAttrib4bv
  • glVertexAttrib4d
  • glVertexAttrib4dv
  • glVertexAttrib4f
  • glVertexAttrib4fv
  • glVertexAttrib4iv
  • glVertexAttrib4s
  • glVertexAttrib4sv
  • glVertexAttrib4ubv
  • glVertexAttrib4uiv
  • glVertexAttrib4usv

Group two: the I squad. These ones showed up late to the party and they're not sorry about it. Every function below has a dash in the first two columns and a checkmark in the remaining ten β€” same pattern, all the way down. Not me being obsessed with consistency πŸ’€πŸ’–

  • glVertexAttribI1i
  • glVertexAttribI1iv
  • glVertexAttribI1ui
  • glVertexAttribI1uiv
  • glVertexAttribI2i
  • glVertexAttribI2iv
  • glVertexAttribI2ui
  • glVertexAttribI2uiv
  • glVertexAttribI3i
  • glVertexAttribI3iv
  • glVertexAttribI3ui
  • glVertexAttribI3uiv
  • glVertexAttribI4bv
  • glVertexAttribI4i
reminder babe, same as up top: βœ” in a column means the call is there for that version, - means it isn't. A dash is not a "this is broken" sign, it's just "she wasn't born yet" 🌸

and yeah, if you clocked that the glVertexAttribI* crew are exactly the ones that take the integer-style arguments β€” good eye, bestie, that's the whole point of them πŸ‘‘ we are not done though, the table's still going, keep scrolling with me πŸ¦‹

okay bestie we are picking up mid-grid β€” no heading repeat, we just continue ✨ here's the rest of that version-support table, one row per function, same twelve version columns as the grid above, where βœ” = she's supported and - = she hasn't shown up yet πŸŽ€

  • glVertexAttribI4iv β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribI4sv β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribI4ubv β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribI4ui β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribI4uiv β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribI4usv β€” - - βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL1d β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL1dv β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL2d β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL2dv β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL3d β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL3dv β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL4d β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribL4dv β€” - - - - - - - βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribP1ui β€” - - - - - βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribP2ui β€” - - - - - βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribP3ui β€” - - - - - βœ” βœ” βœ” βœ” βœ” βœ” βœ”
  • glVertexAttribP4ui β€” - - - - - βœ” βœ” βœ” βœ” βœ” βœ” βœ”

so like, vibe check on the whole thing: the glVertexAttribI* girls clock in earliest of this batch, the glVertexAttribL* set doesn't show up until seven columns in, and the glVertexAttribP* pack has its own totally different window five columns in. everyone arrives eventually, they just ✨stagger✨ πŸ’…


πŸ‘€ SEE ALSO πŸ‘€

  • glBindAttribLocation()
  • glVertexAttribPointer()

like, go read those too, they're literally right there and they're friends of this page 🫢


Copyright Β© 2003-2005 3Dlabs Inc. Ltd. Copyright Β© 2010-2014 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© 2003-2005 3Dlabs Inc. Ltd. Copyright Β© 2010-2014 Khronos Group


and that's the whole page, bestie!! πŸŽ€βœ¨ the source is [FIXME: source], it's dated 08/09/2021, and it lives under the name GLVERTEXATTRIB(3G) β€” iconic, no notes, periodt πŸŒΈπŸ’œ πŸ¦‹

πŸ“¦ where this page comes from