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4 <?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" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glUniform - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></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"><p><code class="funcdef">void <b class="fsfunc">glUniform1f</b>(</code>GLint <var class="pdparam">location</var>, GLfloat <var class="pdparam">v0</var><code>)</code>;</p><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><p><code class="funcdef">void <b class="fsfunc">glUniform1i</b>(</code>GLint <var class="pdparam">location</var>, GLint <var class="pdparam">v0</var><code>)</code>;</p><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" style="padding-bottom: 1em"><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><p><code class="funcdef">void <b class="fsfunc">glUniform1ui</b>(</code>GLint <var class="pdparam">location</var>, GLuint <var class="pdparam">v0</var><code>)</code>;</p><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform2ui</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLuint  </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">glUniform3ui</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLuint  </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">glUniform4ui</b>(</code></td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLuint  </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
5 to be modified.</p></dd><dt><span class="term">
6 <em class="parameter"><code>v0</code></em>,
7 <em class="parameter"><code>v1</code></em>,
8 <em class="parameter"><code>v2</code></em>,
9 <em class="parameter"><code>v3</code></em>
10 </span></dt><dd><p>Specifies the new values to be used for the
11 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" style="padding-bottom: 1em"><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><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glUniform1uiv</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 GLuint * </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">glUniform2uiv</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 GLuint * </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">glUniform3uiv</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 GLuint * </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">glUniform4uiv</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 GLuint * </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
12 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
13 be modified. This should be 1 if the targeted
14 uniform variable is not an array, and 1 or more if it is
15 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
16 <em class="parameter"><code>count</code></em> values that will be
17 used to update the specified uniform
18 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
19 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
20 be modified. This should be 1 if the targeted
21 uniform variable is not an array of matrices, and 1 or more if it is
22 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
23 the values are loaded into the uniform
24 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
25 <em class="parameter"><code>count</code></em> values that will be
26 used to update the specified uniform
27 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
28 uniform variable or a uniform variable array. The location of
29 the uniform variable to be modified is specified by
30 <em class="parameter"><code>location</code></em>, which should be a value
31 returned by
32 <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
33 <code class="function">glUniform</code> operates on the program object
34 that was made part of current state by calling
35 <a 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|ui}</code>
36 are used to change the value of the uniform variable specified
37 by <em class="parameter"><code>location</code></em> using the values passed as
38 arguments. The number specified in the command should match the
39 number of components in the data type of the specified uniform
40 variable (e.g., <code class="function">1</code> for <code class="code">float</code>, <code class="code">int</code>, <code class="code">unsigned int</code>, <code class="code">bool</code>;
41 <code class="function">2</code> for <code class="code">vec2</code>, <code class="code">ivec2</code>, <code class="code">uvec2</code>, <code class="code">bvec2</code>, etc.). The suffix
42 <code class="function">f</code> indicates that floating-point values are
43 being passed; the suffix <code class="function">i</code> indicates that
44 integer values are being passed; the suffix <code class="function">ui</code> indicates that
45 unsigned integer values are being passed, and this type should also match
46 the data type of the specified uniform variable. The
47 <code class="function">i</code> variants of this function should be used
48 to provide values for uniform variables defined as <code class="code">int</code>, <code class="code">ivec2</code>,
49 <code class="code">ivec3</code>, <code class="code">ivec4</code>, or arrays of these. The
50 <code class="function">ui</code> variants of this function should be used
51 to provide values for uniform variables defined as <code class="code">unsigned int</code>, <code class="code">uvec2</code>,
52 <code class="code">uvec3</code>, <code class="code">uvec4</code>, or arrays of these. The <code class="function">f</code>
53 variants should be used to provide values for uniform variables
54 of type <code class="code">float</code>, <code class="code">vec2</code>, <code class="code">vec3</code>, <code class="code">vec4</code>, or arrays of these. Either the
55 <code class="function">i</code>, <code class="function">ui</code> or <code class="function">f</code> variants
56 may be used to provide values for uniform variables of type
57 <code class="code">bool</code>, <code class="code">bvec2</code>, <code class="code">bvec3</code>, <code class="code">bvec4</code>, or arrays of these. The uniform
58 variable will be set to <code class="code">false</code> if the input value is 0 or 0.0f,
59 and it will be set to <code class="code">true</code> otherwise.</p><p>All active uniform variables defined in a program object
60 are initialized to 0 when the program object is linked
61 successfully. They retain the values assigned to them by a call
62 to <code class="function">glUniform </code> until the next successful
63 link operation occurs on the program object, when they are once
64 again initialized to 0.</p><p>The commands <code class="function">glUniform{1|2|3|4}{f|i|ui}v</code>
65 can be used to modify a single uniform variable or a uniform
66 variable array. These commands pass a count and a pointer to the
67 values to be loaded into a uniform variable or a uniform
68 variable array. A count of 1 should be used if modifying the
69 value of a single uniform variable, and a count of 1 or greater
70 can be used to modify an entire array or part of an array. When
71 loading <span class="emphasis"><em>n</em></span> elements starting at an arbitrary
72 position <span class="emphasis"><em>m</em></span> in a uniform variable array,
73 elements <span class="emphasis"><em>m</em></span> + <span class="emphasis"><em>n</em></span> - 1 in
74 the array will be replaced with the new values. If
75 <em class="parameter"><code>m</code></em> + <em class="parameter"><code>n</code></em> - 1 is
76 larger than the size of the uniform variable array, values for
77 all array elements beyond the end of the array will be ignored.
78 The number specified in the name of the command indicates the
79 number of components for each element in
80 <em class="parameter"><code>value</code></em>, and it should match the number of
81 components in the data type of the specified uniform variable
82 (e.g., <code class="function">1</code> for float, int, bool;
83 <code class="function">2</code> for vec2, ivec2, bvec2, etc.). The data
84 type specified in the name of the command must match the data
85 type for the specified uniform variable as described previously
86 for <code class="function">glUniform{1|2|3|4}{f|i|ui}</code>.</p><p>For uniform variable arrays, each element of the array is
87 considered to be of the type indicated in the name of the
88 command (e.g., <code class="function">glUniform3f</code> or
89 <code class="function">glUniform3fv</code> can be used to load a uniform
90 variable array of type vec3). The number of elements of the
91 uniform variable array to be modified is specified by
92 <em class="parameter"><code>count</code></em></p><p>The commands
93 <code class="function">glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</code>
94 are used to modify a matrix or an array of matrices. The numbers in the
95 command name are interpreted as the dimensionality of the matrix.
96 The number <code class="function">2</code> indicates a 2 × 2 matrix
97 (i.e., 4 values), the number <code class="function">3</code> indicates a
98 3 × 3 matrix (i.e., 9 values), and the number
99 <code class="function">4</code> indicates a 4 × 4 matrix (i.e., 16
100 values). Non-square matrix dimensionality is explicit, with the first
101 number representing the number of columns and the second number
102 representing the number of rows. For example,
103 <code class="function">2x4</code> indicates a 2 × 4 matrix with 2 columns
104 and 4 rows (i.e., 8 values).
105 If <em class="parameter"><code>transpose</code></em> is
106 <code class="constant">GL_FALSE</code>, each matrix is assumed to be
107 supplied in column major order. If
108 <em class="parameter"><code>transpose</code></em> is
109 <code class="constant">GL_TRUE</code>, each matrix is assumed to be
110 supplied in row major order. The <em class="parameter"><code>count</code></em>
111 argument indicates the number of matrices to be passed. A count
112 of 1 should be used if modifying the value of a single matrix,
113 and a count greater than 1 can be used to modify an array of
114 matrices.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p><code class="function">glUniform1i</code> and
115 <code class="function">glUniform1iv</code> are the only two functions
116 that may be used to load uniform variables defined as sampler
117 types. Loading samplers with any other function will result in a
118 <code class="constant">GL_INVALID_OPERATION</code> error.</p><p>If <em class="parameter"><code>count</code></em> is greater than 1 and the
119 indicated uniform variable is not an array, a
120 <code class="constant">GL_INVALID_OPERATION</code> error is generated and the
121 specified uniform variable will remain unchanged.</p><p>Other than the preceding exceptions, if the type and size
122 of the uniform variable as defined in the shader do not match
123 the type and size specified in the name of the command used to
124 load its value, a <code class="constant">GL_INVALID_OPERATION</code> error will
125 be generated and the specified uniform variable will remain
126 unchanged.</p><p>If <em class="parameter"><code>location</code></em> is a value other than
127 -1 and it does not represent a valid uniform variable location
128 in the current program object, an error will be generated, and
129 no changes will be made to the uniform variable storage of the
130 current program object. If <em class="parameter"><code>location</code></em> is
131 equal to -1, the data passed in will be silently ignored and the
132 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
133 is no current program object.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
134 size of the uniform variable declared in the shader does not
135 match the size indicated by the <code class="function">glUniform</code>
136 command.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
137 the signed or unsigned integer variants of this function is used to load a uniform
138 variable of type <code class="code">float</code>, <code class="code">vec2</code>, <code class="code">vec3</code>, <code class="code">vec4</code>, or an array of these,
139 or if one of the floating-point variants of this function is
140 used to load a uniform variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
141 <code class="code">ivec4</code>, <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
142 <code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
143 the signed integer variants of this function is used to load a uniform
144 variable of type <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
145 <code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
146 the unsigned integer variants of this function is used to load a uniform
147 variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
148 <code class="code">ivec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
149 <em class="parameter"><code>location</code></em> is an invalid uniform location
150 for the current program object and
151 <em class="parameter"><code>location</code></em> is not equal to -1.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if
152 <em class="parameter"><code>count</code></em> is less than 0.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
153 <em class="parameter"><code>count</code></em> is greater than 1 and the indicated
154 uniform variable is not an array variable.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if a
155 sampler is loaded using a command other than
156 <code class="function">glUniform1i</code> and
157 <code class="function">glUniform1iv</code>.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
158 with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
159 with the handle of a program object and the index of an active uniform variable</p><p><a href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
160 with the handle of a program object and the location of a
161 uniform variable</p><p><a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
162 with the handle of a program object and the name of a uniform
163 variable</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
164 <a 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>
165 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
166 Copyright <span class="trademark"></span>© 2010 Khronos Group.
167 This material may be distributed subject to the terms and conditions set forth in
168 the Open Publication License, v 1.0, 8 June 1999.
169 <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
170 </p></div></div></body></html>