Name
glVertexAttrib — Specifies the value of a generic vertex attribute
C Specification
| void glVertexAttrib1f( | GLuint | index, | 
|  | GLfloat | v0 ); | 
| void glVertexAttrib1s( | GLuint | index, | 
|  | GLshort | v0 ); | 
| void glVertexAttrib1d( | GLuint | index, | 
|  | GLdouble | v0 ); | 
| void glVertexAttribI1i( | GLuint | index, | 
|  | GLint | v0 ); | 
| void glVertexAttribI1ui( | GLuint | index, | 
|  | GLuint | v0 ); | 
| void glVertexAttrib2f( | GLuint | index, | 
|  | GLfloat | v0, | 
|  | GLfloat | v1 ); | 
| void glVertexAttrib2s( | GLuint | index, | 
|  | GLshort | v0, | 
|  | GLshort | v1 ); | 
| void glVertexAttrib2d( | GLuint | index, | 
|  | GLdouble | v0, | 
|  | GLdouble | v1 ); | 
| void glVertexAttribI2i( | GLuint | index, | 
|  | GLint | v0, | 
|  | GLint | v1 ); | 
| void glVertexAttribI2ui( | GLuint | index, | 
|  | GLuint | v0, | 
|  | GLuint | v1 ); | 
| void glVertexAttrib3f( | GLuint | index, | 
|  | GLfloat | v0, | 
|  | GLfloat | v1, | 
|  | GLfloat | v2 ); | 
| void glVertexAttrib3s( | GLuint | index, | 
|  | GLshort | v0, | 
|  | GLshort | v1, | 
|  | GLshort | v2 ); | 
| void glVertexAttrib3d( | GLuint | index, | 
|  | GLdouble | v0, | 
|  | GLdouble | v1, | 
|  | GLdouble | v2 ); | 
| void glVertexAttribI3i( | GLuint | index, | 
|  | GLint | v0, | 
|  | GLint | v1, | 
|  | GLint | v2 ); | 
| void glVertexAttribI3ui( | GLuint | index, | 
|  | GLuint | v0, | 
|  | GLuint | v1, | 
|  | GLuint | v2 ); | 
| void glVertexAttrib4f( | GLuint | index, | 
|  | GLfloat | v0, | 
|  | GLfloat | v1, | 
|  | GLfloat | v2, | 
|  | GLfloat | v3 ); | 
| void glVertexAttrib4s( | GLuint | index, | 
|  | GLshort | v0, | 
|  | GLshort | v1, | 
|  | GLshort | v2, | 
|  | GLshort | v3 ); | 
| void glVertexAttrib4d( | GLuint | index, | 
|  | GLdouble | v0, | 
|  | GLdouble | v1, | 
|  | GLdouble | v2, | 
|  | GLdouble | v3 ); | 
| void glVertexAttrib4Nub( | GLuint | index, | 
|  | GLubyte | v0, | 
|  | GLubyte | v1, | 
|  | GLubyte | v2, | 
|  | GLubyte | v3 ); | 
| void glVertexAttribI4i( | GLuint | index, | 
|  | GLint | v0, | 
|  | GLint | v1, | 
|  | GLint | v2, | 
|  | GLint | v3 ); | 
| void glVertexAttribI4ui( | GLuint | index, | 
|  | GLuint | v0, | 
|  | GLuint | v1, | 
|  | GLuint | v2, | 
|  | GLuint | v3 ); | 
Parameters
- index
- Specifies the index of the generic vertex
            attribute to be modified. 
- 
            v0,v1,v2,v3
- Specifies the new values to be used for the
            specified vertex attribute. 
C Specification
| void glVertexAttrib1fv( | GLuint | index, | 
|  | const GLfloat * | v ); | 
| void glVertexAttrib1sv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttrib1dv( | GLuint | index, | 
|  | const GLdouble * | v ); | 
| void glVertexAttribI1iv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttribI1uiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
| void glVertexAttrib2fv( | GLuint | index, | 
|  | const GLfloat * | v ); | 
| void glVertexAttrib2sv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttrib2dv( | GLuint | index, | 
|  | const GLdouble * | v ); | 
| void glVertexAttribI2iv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttribI2uiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
| void glVertexAttrib3fv( | GLuint | index, | 
|  | const GLfloat * | v ); | 
| void glVertexAttrib3sv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttrib3dv( | GLuint | index, | 
|  | const GLdouble * | v ); | 
| void glVertexAttribI3iv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttribI3uiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
| void glVertexAttrib4fv( | GLuint | index, | 
|  | const GLfloat * | v ); | 
| void glVertexAttrib4sv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttrib4dv( | GLuint | index, | 
|  | const GLdouble * | v ); | 
| void glVertexAttrib4iv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttrib4bv( | GLuint | index, | 
|  | const GLbyte * | v ); | 
| void glVertexAttrib4ubv( | GLuint | index, | 
|  | const GLubyte * | v ); | 
| void glVertexAttrib4usv( | GLuint | index, | 
|  | const GLushort * | v ); | 
| void glVertexAttrib4uiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
| void glVertexAttrib4Nbv( | GLuint | index, | 
|  | const GLbyte * | v ); | 
| void glVertexAttrib4Nsv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttrib4Niv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttrib4Nubv( | GLuint | index, | 
|  | const GLubyte * | v ); | 
| void glVertexAttrib4Nusv( | GLuint | index, | 
|  | const GLushort * | v ); | 
| void glVertexAttrib4Nuiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
| void glVertexAttribI4bv( | GLuint | index, | 
|  | const GLbyte * | v ); | 
| void glVertexAttribI4ubv( | GLuint | index, | 
|  | const GLubyte * | v ); | 
| void glVertexAttribI4sv( | GLuint | index, | 
|  | const GLshort * | v ); | 
| void glVertexAttribI4usv( | GLuint | index, | 
|  | const GLushort * | v ); | 
| void glVertexAttribI4iv( | GLuint | index, | 
|  | const GLint * | v ); | 
| void glVertexAttribI4uiv( | GLuint | index, | 
|  | const GLuint * | v ); | 
Parameters
- index
- Specifies the index of the generic vertex
            attribute to be modified. 
- v
- Specifies a pointer to an array of values to
            be used for the generic vertex attribute. 
C Specification
| void glVertexAttribP1ui( | GLuint | index, | 
|  | GLenum | type, | 
|  | GLboolean | normalized, | 
|  | GLuint | value ); | 
| void glVertexAttribP2ui( | GLuint | index, | 
|  | GLenum | type, | 
|  | GLboolean | normalized, | 
|  | GLuint | value ); | 
| void glVertexAttribP3ui( | GLuint | index, | 
|  | GLenum | type, | 
|  | GLboolean | normalized, | 
|  | GLuint | value ); | 
| void glVertexAttribP4ui( | GLuint | index, | 
|  | GLenum | type, | 
|  | GLboolean | normalized, | 
|  | GLuint | value ); | 
Parameters
- index
- Specifies the index of the generic vertex
            attribute to be modified. 
- type
- Type of packing used on the data. This parameter must be
                    - GL_INT_2_10_10_10_REVor- GL_UNSIGNED_INT_2_10_10_10_REVto specify signed or unsigned data, respectively.
 
- normalized
- If - GL_TRUE, then the values are to be 
                    converted to floating point values by normalizing. Otherwise,
                    they are converted directly to floating point values.
 
- 
            value
- Specifies the new packed value to be used for the
            specified vertex attribute. 
Description
OpenGL defines a number of standard vertex attributes that
    applications can modify with standard API entry points (color,
    normal, texture coordinates, etc.). The
    glVertexAttrib family of entry points
    allows an application to pass generic vertex attributes in
    numbered locations.
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
    GL_MAX_VERTEX_ATTRIBS. Individual elements
    of this array can be modified with a
    glVertexAttrib call that specifies the
    index of the element to be modified and a value for that
    element.
These commands can be used to specify one, two, three, or
    all four components of the generic vertex attribute specified by
    index. A 1 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
    2 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 3 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
    4 in the name indicates that values are
    provided for all four components.
The letters s,
    f, i,
    d, ub,
    us, and ui indicate
    whether the arguments are of type short, float, int, double,
    unsigned byte, unsigned short, or unsigned int. When
    v is appended to the name, the commands can
    take a pointer to an array of such values.
Additional capitalized letters can indicate further alterations
        to the default behavior of the glVertexAttrib function:
            The commands containing N 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].
        
            The commands containing I indicate that 
            the arguments are extended to full signed or unsigned integers.
        
            The commands containing P indicate that 
            the arguments are stored as packed components within a larger
            natural type.
        
OpenGL Shading Language attribute variables are allowed to
    be of type mat2, mat3, or mat4. Attributes of these types may be
    loaded using the glVertexAttrib 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.
A user-defined attribute variable declared in a vertex
    shader can be bound to a generic attribute index by calling
    glBindAttribLocation.
    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.
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.
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.
Notes
Generic vertex attributes can be updated at any time.
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.
There is no provision for binding standard vertex
    attributes; therefore, it is not possible to alias generic
    attributes with standard attributes.
            glVertexAttrib4bv, glVertexAttrib4sv, 
            glVertexAttrib4iv, glVertexAttrib4ubv, 
            glVertexAttrib4usv, glVertexAttrib4uiv, and
            glVertexAttrib4N versions are available only if the GL version is 3.1 or higher.
        
            glVertexAttribP versions are available only if the GL version is 3.3 or higher.
        
Errors
GL_INVALID_VALUE is generated if
    index is greater than or equal to
    GL_MAX_VERTEX_ATTRIBS.
GL_INVALID_ENUM is generated if
    glVertexAttribP is used with a 
        type other than
    GL_INT_2_10_10_10_REV or
        GL_UNSIGNED_INT_2_10_10_10_REV.
Copyright
            Copyright © 2003-2005 3Dlabs Inc. Ltd.
            Copyright © 2010-2013 Khronos Group.
            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/.