glBindAttribLocation — Associates a generic vertex attribute index with a named attribute variable
void glBindAttribLocation( | GLuint program, |
GLuint index, | |
const GLchar *name) ; |
program
Specifies the handle of the program object in which the association is to be made.
index
Specifies the index of the generic vertex attribute to be bound.
name
Specifies a null terminated string containing
the name of the vertex shader attribute variable to
which index
is to be
bound.
glBindAttribLocation
is used to
associate a user-defined attribute variable in the program
object specified by program
with a
generic vertex attribute index. The name of the user-defined
attribute variable is passed as a null terminated string in
name
. The generic vertex attribute index
to be bound to this variable is specified by
index
. When
program
is made part of current state,
values provided via the generic vertex attribute
index
will modify the value of the
user-defined attribute variable specified by
name
.
If name
refers to a matrix
attribute variable, index
refers to the
first column of the matrix. Other matrix columns are then
automatically bound to locations index+1
for a matrix of type mat2
; index+1
and
index+2
for a matrix of type mat3
; and
index+1
, index+2
,
and index+3
for a matrix of type
mat4
.
This command makes it possible for vertex shaders to use
descriptive names for attribute variables rather than generic
variables that are numbered from 0 to
GL_MAX_VERTEX_ATTRIBS
-1. The values sent
to each generic attribute index are part of current state.
If a different program object is made current by calling
glUseProgram,
the generic vertex attributes are tracked in such a way that the
same values will be observed by attributes in the new program
object that are also bound to
index
.
Attribute variable
name-to-generic attribute index bindings for a program object
can be explicitly assigned at any time by calling
glBindAttribLocation
. Attribute bindings do
not go into effect until
glLinkProgram
is called. After a program object has been linked successfully,
the index values for generic attributes remain fixed (and their
values can be queried) until the next link command
occurs.
Any attribute binding that occurs after the program object has been linked will not take effect until the next time the program object is linked.
glBindAttribLocation
can be called
before any vertex shader objects are bound to the specified
program object. It is also permissible to bind a generic
attribute index to an attribute variable name that is never used
in a vertex shader.
If name
was bound previously, that
information is lost. Thus you cannot bind one user-defined
attribute variable to multiple indices, but you can bind
multiple user-defined attribute variables to the same
index.
Applications are allowed to bind more than one user-defined attribute variable to the same generic vertex attribute index. This is called aliasing, and it is allowed only if just one of the aliased attributes is active in the executable program, or if no path through the shader consumes more than one attribute of a set of attributes aliased to the same location. The compiler and linker are allowed to assume that no aliasing is done and are free to employ optimizations that work only in the absence of aliasing. OpenGL implementations are not required to do error checking to detect aliasing.
Active attributes that are not explicitly bound will be bound by the linker when glLinkProgram is called. The locations assigned can be queried by calling glGetAttribLocation.
OpenGL copies the name
string when
glBindAttribLocation
is called, so an
application may free its copy of the name
string immediately after the function returns.
Generic attribute locations may be specified in the shader source
text using a location
layout qualifier. In this case,
the location of the attribute specified in the shader's source takes precedence
and may be queried by calling glGetAttribLocation.
GL_INVALID_VALUE
is generated if
index
is greater than or equal to
GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_OPERATION
is generated if
name
starts with the reserved prefix
"gl_".
GL_INVALID_VALUE
is generated if
program
is not a value generated by
OpenGL.
GL_INVALID_OPERATION
is generated if
program
is not a program object.
glGet
with argument GL_MAX_VERTEX_ATTRIBS
glGetActiveAttrib
with argument program
glGetAttribLocation
with arguments program
and
name
glDisableVertexAttribArray, glEnableVertexAttribArray, glUseProgram, glVertexAttrib, glVertexAttribPointer
Copyright © 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. http://opencontent.org/openpub/.