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+<?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>