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GLVERTEXATTRIB(3G)		  OpenGL 3.3		    GLVERTEXATTRIB(3G)

NAME
       glVertexAttrib - Specifies the value of a generic vertex attribute

C SPECIFICATION
       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, GLoint v0, GLoint v1, GLoint 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);

PARAMETERS
       index
	   Specifies the index of the generic vertex attribute to be modified.

       v0, v1, v2, v3
	   Specifies the new values to be used for the specified vertex
	   attribute.

C SPECIFICATION
       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);

PARAMETERS
       index
	   Specifies the index of the generic vertex attribute to be modified.

       v
	   Specifies a pointer to an array of values to be used for the
	   generic vertex attribute.

C SPECIFICATION
       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);

PARAMETERS
       index
	   Specifies the index of the generic vertex attribute to be modified.

       type
	   Type of packing used on the data. This parameter must be
	   GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2 to specify signed
	   or unsigned data, respectively.

       normalized
	   If GL_TRUE, then the values are to be converted to floating point
	   values by normalizing. Otherwise, they are converted directly to
	   floating point values.

       value
	   Specifies the new packed value to be used for the specified vertex
	   attribute.

DESCRIPTION
       OpenGL defines a number of standard vertex attributes that applications
       can modify with standard API entry points (color, normal, texture
       coordinates, etc.). The glVertexAttrib family of entry points allows an
       application to pass generic vertex attributes in numbered locations.

       Generic attributes are defined as four-component values that are
       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.

       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.

       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.

       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.

       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
       Generic vertex attributes can be updated at any time.

       It is possible for an application to bind more than one attribute name
       to the same generic vertex attribute index. This is referred to as
       aliasing, and it is allowed only if just one of the aliased attribute
       variables is 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. OpenGL implementations are not required to do error
       checking to detect aliasing, they are allowed to assume that aliasing
       will not occur, and they are allowed to employ optimizations that work
       only in the absence of aliasing.

       There is no provision for binding standard vertex attributes;
       therefore, it is not possible to alias generic attributes with standard
       attributes.

       glVertexAttrib4bv, glVertexAttrib4sv, glVertexAttrib4iv,
       glVertexAttrib4ubv, glVertexAttrib4usv, glVertexAttrib4uiv, and
       glVertexAttrib4N versions are available only if the GL version is 3.1
       or higher.

       glVertexAttribP versions are available only if the GL version is 3.3 or
       higher.

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

       GL_INVALID_ENUM is generated if glVertexAttribP is used with a type
       other than GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2.

ASSOCIATED GETS
       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

SEE ALSO
       glBindAttribLocation(), 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		    GLVERTEXATTRIB(3G)
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