0f1d61de6962427d82e4bba910b83327af56b7ae
[clinton/guile-figl.git] / upstream-man-pages / man2 / xhtml / glUniform.xml
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3 <?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>glUniform</title><meta name="generator" content="DocBook XSL Stylesheets V1.73.2" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glUniform"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glUniform — Specify the value of a uniform variable for the current program object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform1f</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform2f</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform3f</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v2</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform4f</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v3</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform1i</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform2i</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform3i</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v2</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform4i</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v3</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>location</code></em></span></dt><dd><p>Specifies the location of the uniform variable
4 to be modified.</p></dd><dt><span class="term">
5 <em class="parameter"><code>v0</code></em>,
6 <em class="parameter"><code>v1</code></em>,
7 <em class="parameter"><code>v2</code></em>,
8 <em class="parameter"><code>v3</code></em>
9 </span></dt><dd><p>Specifies the new values to be used for the
10 specified uniform variable.</p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform1fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform2fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform3fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform4fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform1iv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform2iv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform3iv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform4iv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters2"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>location</code></em></span></dt><dd><p>Specifies the location of the uniform value to
11 be modified.</p></dd><dt><span class="term"><em class="parameter"><code>count</code></em></span></dt><dd><p>Specifies the number of elements that are to
12 be modified. This should be 1 if the targeted
13 uniform variable is not an array, and 1 or more if it is
14 an array.</p></dd><dt><span class="term"><em class="parameter"><code>value</code></em></span></dt><dd><p>Specifies a pointer to an array of
15 <em class="parameter"><code>count</code></em> values that will be
16 used to update the specified uniform
17 variable.</p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix2fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix3fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix4fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix2x3fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix3x2fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix2x4fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix4x2fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix3x4fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glUniformMatrix4x3fv</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters3"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>location</code></em></span></dt><dd><p>Specifies the location of the uniform value to
18 be modified.</p></dd><dt><span class="term"><em class="parameter"><code>count</code></em></span></dt><dd><p>Specifies the number of matrices that are to
19 be modified. This should be 1 if the targeted
20 uniform variable is not an array of matrices, and 1 or more if it is
21 an array of matrices.</p></dd><dt><span class="term"><em class="parameter"><code>transpose</code></em></span></dt><dd><p>Specifies whether to transpose the matrix as
22 the values are loaded into the uniform
23 variable.</p></dd><dt><span class="term"><em class="parameter"><code>value</code></em></span></dt><dd><p>Specifies a pointer to an array of
24 <em class="parameter"><code>count</code></em> values that will be
25 used to update the specified uniform
26 variable.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p><code class="function">glUniform</code> modifies the value of a
27 uniform variable or a uniform variable array. The location of
28 the uniform variable to be modified is specified by
29 <em class="parameter"><code>location</code></em>, which should be a value
30 returned by
31 <a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
32 <code class="function">glUniform</code> operates on the program object
33 that was made part of current state by calling
34 <a class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.</p><p>The commands <code class="function">glUniform{1|2|3|4}{f|i}</code>
35 are used to change the value of the uniform variable specified
36 by <em class="parameter"><code>location</code></em> using the values passed as
37 arguments. The number specified in the command should match the
38 number of components in the data type of the specified uniform
39 variable (e.g., <code class="function">1</code> for float, int, bool;
40 <code class="function">2</code> for vec2, ivec2, bvec2, etc.). The suffix
41 <code class="function">f</code> indicates that floating-point values are
42 being passed; the suffix <code class="function">i</code> indicates that
43 integer values are being passed, and this type should also match
44 the data type of the specified uniform variable. The
45 <code class="function">i</code> variants of this function should be used
46 to provide values for uniform variables defined as int, ivec2,
47 ivec3, ivec4, or arrays of these. The <code class="function">f</code>
48 variants should be used to provide values for uniform variables
49 of type float, vec2, vec3, vec4, or arrays of these. Either the
50 <code class="function">i</code> or the <code class="function">f</code> variants
51 may be used to provide values for uniform variables of type
52 bool, bvec2, bvec3, bvec4, or arrays of these. The uniform
53 variable will be set to false if the input value is 0 or 0.0f,
54 and it will be set to true otherwise.</p><p>All active uniform variables defined in a program object
55 are initialized to 0 when the program object is linked
56 successfully. They retain the values assigned to them by a call
57 to <code class="function">glUniform </code> until the next successful
58 link operation occurs on the program object, when they are once
59 again initialized to 0.</p><p>The commands <code class="function">glUniform{1|2|3|4}{f|i}v</code>
60 can be used to modify a single uniform variable or a uniform
61 variable array. These commands pass a count and a pointer to the
62 values to be loaded into a uniform variable or a uniform
63 variable array. A count of 1 should be used if modifying the
64 value of a single uniform variable, and a count of 1 or greater
65 can be used to modify an entire array or part of an array. When
66 loading <span class="emphasis"><em>n</em></span> elements starting at an arbitrary
67 position <span class="emphasis"><em>m</em></span> in a uniform variable array,
68 elements <span class="emphasis"><em>m</em></span> + <span class="emphasis"><em>n</em></span> - 1 in
69 the array will be replaced with the new values. If
70 <em class="parameter"><code>m</code></em> + <em class="parameter"><code>n</code></em> - 1 is
71 larger than the size of the uniform variable array, values for
72 all array elements beyond the end of the array will be ignored.
73 The number specified in the name of the command indicates the
74 number of components for each element in
75 <em class="parameter"><code>value</code></em>, and it should match the number of
76 components in the data type of the specified uniform variable
77 (e.g., <code class="function">1</code> for float, int, bool;
78 <code class="function">2</code> for vec2, ivec2, bvec2, etc.). The data
79 type specified in the name of the command must match the data
80 type for the specified uniform variable as described previously
81 for <code class="function">glUniform{1|2|3|4}{f|i}</code>.</p><p>For uniform variable arrays, each element of the array is
82 considered to be of the type indicated in the name of the
83 command (e.g., <code class="function">glUniform3f</code> or
84 <code class="function">glUniform3fv</code> can be used to load a uniform
85 variable array of type vec3). The number of elements of the
86 uniform variable array to be modified is specified by
87 <em class="parameter"><code>count</code></em></p><p>The commands
88 <code class="function">glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</code>
89 are used to modify a matrix or an array of matrices. The numbers in the
90 command name are interpreted as the dimensionality of the matrix.
91 The number <code class="function">2</code> indicates a 2 × 2 matrix
92 (i.e., 4 values), the number <code class="function">3</code> indicates a
93 3 × 3 matrix (i.e., 9 values), and the number
94 <code class="function">4</code> indicates a 4 × 4 matrix (i.e., 16
95 values). Non-square matrix dimensionality is explicit, with the first
96 number representing the number of columns and the second number
97 representing the number of rows. For example,
98 <code class="function">2x4</code> indicates a 2 × 4 matrix with 2 columns
99 and 4 rows (i.e., 8 values).
100 If <em class="parameter"><code>transpose</code></em> is
101 <code class="constant">GL_FALSE</code>, each matrix is assumed to be
102 supplied in column major order. If
103 <em class="parameter"><code>transpose</code></em> is
104 <code class="constant">GL_TRUE</code>, each matrix is assumed to be
105 supplied in row major order. The <em class="parameter"><code>count</code></em>
106 argument indicates the number of matrices to be passed. A count
107 of 1 should be used if modifying the value of a single matrix,
108 and a count greater than 1 can be used to modify an array of
109 matrices.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p><code class="function">glUniform</code> is available only if the GL
110 version is 2.0 or greater.</p><p><code class="function">glUniformMatrix{2x3|3x2|2x4|4x2|3x4|4x3}fv</code>
111 is available only if the GL version is 2.1 or greater.</p><p><code class="function">glUniform1i</code> and
112 <code class="function">glUniform1iv</code> are the only two functions
113 that may be used to load uniform variables defined as sampler
114 types. Loading samplers with any other function will result in a
115 <code class="constant">GL_INVALID_OPERATION</code> error.</p><p>If <em class="parameter"><code>count</code></em> is greater than 1 and the
116 indicated uniform variable is not an array, a
117 <code class="constant">GL_INVALID_OPERATION</code> error is generated and the
118 specified uniform variable will remain unchanged.</p><p>Other than the preceding exceptions, if the type and size
119 of the uniform variable as defined in the shader do not match
120 the type and size specified in the name of the command used to
121 load its value, a <code class="constant">GL_INVALID_OPERATION</code> error will
122 be generated and the specified uniform variable will remain
123 unchanged.</p><p>If <em class="parameter"><code>location</code></em> is a value other than
124 -1 and it does not represent a valid uniform variable location
125 in the current program object, an error will be generated, and
126 no changes will be made to the uniform variable storage of the
127 current program object. If <em class="parameter"><code>location</code></em> is
128 equal to -1, the data passed in will be silently ignored and the
129 specified uniform variable will not be changed.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_OPERATION</code> is generated if there
130 is no current program object.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
131 size of the uniform variable declared in the shader does not
132 match the size indicated by the <code class="function">glUniform</code>
133 command.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
134 the integer variants of this function is used to load a uniform
135 variable of type float, vec2, vec3, vec4, or an array of these,
136 or if one of the floating-point variants of this function is
137 used to load a uniform variable of type int, ivec2, ivec3, or
138 ivec4, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
139 <em class="parameter"><code>location</code></em> is an invalid uniform location
140 for the current program object and
141 <em class="parameter"><code>location</code></em> is not equal to -1.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if
142 <em class="parameter"><code>count</code></em> is less than 0.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
143 <em class="parameter"><code>count</code></em> is greater than 1 and the indicated
144 uniform variable is not an array variable.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if a
145 sampler is loaded using a command other than
146 <code class="function">glUniform1i</code> and
147 <code class="function">glUniform1iv</code>.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
148 <code class="function">glUniform</code> is executed between the execution
149 of
150 <a class="citerefentry" href="glBegin.xml"><span class="citerefentry"><span class="refentrytitle">glBegin</span></span></a>
151 and the corresponding execution of
152 <a class="citerefentry" href="glEnd.xml"><span class="citerefentry"><span class="refentrytitle">glEnd</span></span></a>.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
153 with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a class="citerefentry" href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
154 with the handle of a program object and the index of an active uniform variable</p><p><a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
155 with the handle of a program object and the location of a
156 uniform variable</p><p><a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
157 with the handle of a program object and the name of a uniform
158 variable</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
159 <a class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
160 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
161 This material may be distributed subject to the terms and conditions set forth in
162 the Open Publication License, v 1.0, 8 June 1999.
163 <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
164 </p></div></div></body></html>