fglVertexPointer(3G) OpenGL Reference fglVertexPointer(3G)NAMEfglVertexPointer - define an array of vertex data
FORTRAN SPECIFICATION
SUBROUTINE fglVertexPointer( INTEGER*4 size,
INTEGER*4 type,
INTEGER*4 stride,
CHARACTER*8 pointer )
PARAMETERS
size Specifies the number of coordinates per vertex; must be 2, 3, or
4. The initial value is 4.
type Specifies the data type of each coordinate in the array.
Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, and GL_DOUBLE are
accepted. The initial value is GL_FLOAT.
stride Specifies the byte offset between consecutive vertices. If
stride is 0, the vertices are understood to be tightly packed in
the array. The initial value is 0.
pointer Specifies a pointer to the first coordinate of the first vertex
in the array. The initial value is 0.
DESCRIPTIONfglVertexPointer specifies the location and data format of an array of
vertex coordinates to use when rendering. size specifies the number of
coordinates per vertex and type the data type of the coordinates. stride
specifies the byte stride from one vertex to the next allowing vertices
and attributes to be packed into a single array or stored in separate
arrays. (Single-array storage may be more efficient on some
implementations; see fglInterleavedArrays.) When a vertex array is
specified, size, type, stride, and pointer are saved as client-side
state.
To enable and disable the vertex array, call fglEnableClientState and
fglDisableClientState with the argument GL_VERTEX_ARRAY. If enabled, the
vertex array is used when fglDrawArrays, fglDrawElements, or
fglArrayElement is called.
Use fglDrawArrays to construct a sequence of primitives (all of the same
type) from prespecified vertex and vertex attribute arrays. Use
fglArrayElement to specify primitives by indexing vertices and vertex
attributes and fglDrawElements to construct a sequence of primitives by
indexing vertices and vertex attributes.
NOTESfglVertexPointer is available only if the GL version is 1.1 or greater.
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fglVertexPointer(3G) OpenGL Reference fglVertexPointer(3G)
The vertex array is initially disabled and isn't accessed when
fglArrayElement, fglDrawElements or fglDrawArrays is called.
Execution of fglVertexPointer is not allowed between the execution of
fglBegin and the corresponding execution of fglEnd, but an error may or
may not be generated. If no error is generated, the operation is
undefined.
fglVertexPointer is typically implemented on the client side.
Vertex array parameters are client-side state and are therefore not saved
or restored by fglPushAttrib and fglPopAttrib. Use fglPushClientAttrib
and fglPopClientAttrib instead.
ERRORS
GL_INVALID_VALUE is generated if size is not 2, 3, or 4.
GL_INVALID_ENUM is generated if type is is not an accepted value.
GL_INVALID_VALUE is generated if stride is negative.
ASSOCIATED GETS
fglIsEnabled with argument GL_VERTEX_ARRAY
fglGet with argument GL_VERTEX_ARRAY_SIZE
fglGet with argument GL_VERTEX_ARRAY_TYPE
fglGet with argument GL_VERTEX_ARRAY_STRIDE
fglGetPointerv with argument GL_VERTEX_ARRAY_POINTER
MACHINE DEPENDENCIES
On RealityEngine, RealityEngine2, and VTX systems, do not enable or
disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY,
GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT,
GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY,
GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT
between a call to fglNewList and the corresponding call to fglEndList.
Instead, enable or disable before the call to fglNewList.
On InfiniteReality systems it is particularly important to minimize the
amount of data transferred from the application to the graphics pipe,
since the host-to-pipe bandwidth limit can cause a performance
bottleneck. One way to reduce the amount of data transferred per vertex
is to use properly-aligned byte and short data types whenever possible.
Accordingly, the EXT_vertex_array extension on InfiniteReality systems
has been optimized for vertex information packed into the following data
structures. (Note: v represents vertex coordinates, c represents color
components, n represents normal coordinates, and t represents texture
coordinates. Normals must have unit length.)
struct {GLfloat v[3];}
struct {GLubyte c[4]; GLfloat v[3];}
struct {GLshort n[3]; GLfloat v[3];}
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fglVertexPointer(3G) OpenGL Reference fglVertexPointer(3G)
struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
struct {GLshort t[2]; GLfloat v[3];}
struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];}
struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];}
struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
struct {GLfloat t[2]; GLfloat v[3];}
struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];}
struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];}
struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
Application-specific fields may be added to these structures, provided
that all the fields described above retain their relative order and word
alignment.
An additional constraint applies when fglTexGen is being used. The
implementation normally generates all four texture coordinates in
parallel, and must take special action to generate just a subset of the
four coordinates. Therefore performance is best when none of the texture
coordinates are being generated, or when all of them are being generated.
For example, when using 2D texturing (generating s and t coordinates) it
will be faster to enable texture coordinate generation for the r and q
coordinates as well as s and t. Choose a texture generation mode of
GL_OBJECT_LINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for
r and q, respectively.
Using these structures on InfiniteReality systems can improve performance
considerably, compared to structures in which all values are single-
precision floating point.
SEE ALSO
fglArrayElement, fglColorPointer, fglDrawArrays, fglDrawElements,
fglDrawRangeElements, fglEdgeFlagPointer, fglEnable, fglGetPointerv,
fglIndexPointer, fglInterleavedArrays, fglNormalPointer,
fglPopClientAttrib, fglPushClientAttrib, fglTexCoordPointer
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