+++ /dev/null
-<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
-<!-- saved from url=(0013)about:internet -->
-<?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>glVertexAttrib</title><meta name="generator" content="DocBook XSL Stylesheets V1.73.2" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glVertexAttrib"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glVertexAttrib — Specifies the value of a generic vertex attribute</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">glVertexAttrib1f</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</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">glVertexAttrib1s</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLshort </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">glVertexAttrib1d</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLdouble </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">glVertexAttrib2f</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</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">glVertexAttrib2s</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLshort </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">glVertexAttrib2d</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLdouble </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">glVertexAttrib3f</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</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">glVertexAttrib3s</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLshort </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">glVertexAttrib3d</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLdouble </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">glVertexAttrib4f</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</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">glVertexAttrib4s</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLshort </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLshort </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">glVertexAttrib4d</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLdouble </td><td><var class="pdparam">v3</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">glVertexAttrib4Nub</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLubyte </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLubyte </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLubyte </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLubyte </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>index</code></em></span></dt><dd><p>Specifies the index of the generic vertex
- attribute to be modified.</p></dd><dt><span class="term">
- <em class="parameter"><code>v0</code></em>,
- <em class="parameter"><code>v1</code></em>,
- <em class="parameter"><code>v2</code></em>,
- <em class="parameter"><code>v3</code></em>
- </span></dt><dd><p>Specifies the new values to be used for the
- specified vertex attribute.</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">glVertexAttrib1fv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">v</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">glVertexAttrib1sv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLshort * </td><td><var class="pdparam">v</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">glVertexAttrib1dv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLdouble * </td><td><var class="pdparam">v</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">glVertexAttrib2fv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">v</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">glVertexAttrib2sv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLshort * </td><td><var class="pdparam">v</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">glVertexAttrib2dv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLdouble * </td><td><var class="pdparam">v</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">glVertexAttrib3fv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">v</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">glVertexAttrib3sv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLshort * </td><td><var class="pdparam">v</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">glVertexAttrib3dv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLdouble * </td><td><var class="pdparam">v</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">glVertexAttrib4fv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">v</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">glVertexAttrib4sv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLshort * </td><td><var class="pdparam">v</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">glVertexAttrib4dv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLdouble * </td><td><var class="pdparam">v</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">glVertexAttrib4iv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">v</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">glVertexAttrib4bv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLbyte * </td><td><var class="pdparam">v</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">glVertexAttrib4ubv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLubyte * </td><td><var class="pdparam">v</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">glVertexAttrib4usv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLushort * </td><td><var class="pdparam">v</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">glVertexAttrib4uiv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">v</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">glVertexAttrib4Nbv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLbyte * </td><td><var class="pdparam">v</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">glVertexAttrib4Nsv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLshort * </td><td><var class="pdparam">v</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">glVertexAttrib4Niv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">v</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">glVertexAttrib4Nubv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLubyte * </td><td><var class="pdparam">v</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">glVertexAttrib4Nusv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLushort * </td><td><var class="pdparam">v</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">glVertexAttrib4Nuiv</b>(</code></td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">v</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>index</code></em></span></dt><dd><p>Specifies the index of the generic vertex
- attribute to be modified.</p></dd><dt><span class="term"><em class="parameter"><code>v</code></em></span></dt><dd><p>Specifies a pointer to an array of values to
- be used for the generic vertex attribute.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>OpenGL defines a number of standard vertex attributes that
- applications can modify with standard API entry points (color,
- normal, texture coordinates, etc.). The
- <code class="function">glVertexAttrib</code> family of entry points
- allows an application to pass generic vertex attributes in
- numbered locations.</p><p>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
- <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>. Individual elements
- of this array can be modified with a
- <code class="function">glVertexAttrib</code> call that specifies the
- index of the element to be modified and a value for that
- element.</p><p>These commands can be used to specify one, two, three, or
- all four components of the generic vertex attribute specified by
- <em class="parameter"><code>index</code></em>. A <code class="function">1</code> 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
- <code class="function">2</code> 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 <code class="function">3</code> 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
- <code class="function">4</code> in the name indicates that values are
- provided for all four components.</p><p>The letters <code class="function">s</code>,
- <code class="function">f</code>, <code class="function">i</code>,
- <code class="function">d</code>, <code class="function">ub</code>,
- <code class="function">us</code>, and <code class="function">ui</code> indicate
- whether the arguments are of type short, float, int, double,
- unsigned byte, unsigned short, or unsigned int. When
- <code class="function">v</code> is appended to the name, the commands can
- take a pointer to an array of such values. The commands
- containing <code class="function">N</code> 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].</p><p>OpenGL Shading Language attribute variables are allowed to
- be of type mat2, mat3, or mat4. Attributes of these types may be
- loaded using the <code class="function">glVertexAttrib</code> 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.</p><p>A user-defined attribute variable declared in a vertex
- shader can be bound to a generic attribute index by calling
- <a class="citerefentry" href="glBindAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>.
- 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.</p><p>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.</p><p>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.</p><p>The generic vertex attribute with index 0 is the same as
- the vertex position attribute previously defined by OpenGL. A
- <a class="citerefentry" href="glVertex2.xml"><span class="citerefentry"><span class="refentrytitle">glVertex2</span></span></a>,
- <a class="citerefentry" href="glVertex3.xml"><span class="citerefentry"><span class="refentrytitle">glVertex3</span></span></a>,
- or
- <a class="citerefentry" href="glVertex4.xml"><span class="citerefentry"><span class="refentrytitle">glVertex4</span></span></a>
- command is completely equivalent to the corresponding
- <code class="function">glVertexAttrib</code> command with an index
- argument of 0. A vertex shader can access generic vertex
- attribute 0 by using the built-in attribute variable
- <em class="parameter"><code>gl_Vertex</code></em>. There are no current values
- for generic vertex attribute 0. This is the only generic vertex
- attribute with this property; calls to set other standard vertex
- attributes can be freely mixed with calls to set any of the
- other generic vertex attributes.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p><code class="function">glVertexAttrib</code> is available only if
- the GL version is 2.0 or greater.</p><p>Generic vertex attributes can be updated at any time. In
- particular, <code class="function">glVertexAttrib</code> can be called
- between a call to
- <a class="citerefentry" href="glBegin.xml"><span class="citerefentry"><span class="refentrytitle">glBegin</span></span></a>
- and the corresponding call to
- <a class="citerefentry" href="glEnd.xml"><span class="citerefentry"><span class="refentrytitle">glEnd</span></span></a>.</p><p>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.</p><p>There is no provision for binding standard vertex
- attributes; therefore, it is not possible to alias generic
- attributes with standard attributes.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_VALUE</code> is generated if
- <em class="parameter"><code>index</code></em> is greater than or equal to
- <code class="constant">GL_MAX_VERTEX_ATTRIBS</code>.</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>
- with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a class="citerefentry" href="glGetActiveAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
- with argument <em class="parameter"><code>program</code></em> and the index of an active
- attribute variable</p><p><a class="citerefentry" href="glGetAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
- with argument <em class="parameter"><code>program</code></em> and an attribute
- variable name</p><p><a class="citerefentry" href="glGetVertexAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetVertexAttrib</span></span></a>
- with arguments <code class="constant">GL_CURRENT_VERTEX_ATTRIB</code> and
- <em class="parameter"><code>index</code></em></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glBindAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
- <a class="citerefentry" href="glVertex.xml"><span class="citerefentry"><span class="refentrytitle">glVertex</span></span></a>,
- <a class="citerefentry" href="glVertexAttribPointer.xml"><span class="citerefentry"><span class="refentrytitle">glVertexAttribPointer</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
- Copyright <span class="trademark"></span>© 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.
- <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
- </p></div></div></body></html>