<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glVertexPointer</STRONG> - define an array of vertex data <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glVertexPointer</STRONG>( GLint <EM>size</EM>, GLenum <EM>type</EM>, GLsizei <EM>stride</EM>, const GLvoid *<EM>pointer</EM> ) <STRONG>PARAMETERS</STRONG> <EM>size</EM> Specifies the number of coordinates per vertex; must be 2, 3, or 4. The initial value is 4. <EM>type</EM> Specifies the data type of each coordinate in the array. Symbolic constants <STRONG>GL_SHORT</STRONG>, <STRONG>GL_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, and <STRONG>GL_DOUBLE</STRONG> are accepted. The initial value is <STRONG>GL_FLOAT</STRONG>. <EM>stride</EM> Specifies the byte offset between consecutive vertexes. If <EM>stride</EM> is 0, the vertexes are understood to be tightly packed in the array. The initial value is 0. <EM>pointer</EM> Specifies a pointer to the first coordinate of the first vertex in the array. <STRONG>DESCRIPTION</STRONG> <STRONG>glVertexPointer</STRONG> specifies the location and data format of an array of vertex coordinates to use when rendering. <EM>size</EM> specifies the number of coordinates per vertex and <EM>type</EM> the data type of the coordinates. <EM>stride</EM> specifies the byte stride from one vertex to the next allowing vertexes 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 <STRONG>glInterleavedArrays</STRONG>.) When a vertex array is specified, <EM>size</EM>, <EM>type</EM>, <EM>stride</EM>, and <EM>pointer</EM> are saved as client-side state. To enable and disable the vertex array, call <STRONG>glEnableClientState</STRONG> and <STRONG>glDisableClientState</STRONG> with the argument <STRONG>GL_VERTEX_ARRAY</STRONG>. If enabled, the vertex array is used when <STRONG>glDrawArrays</STRONG>, <STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called. Use <STRONG>glDrawArrays</STRONG> to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use <STRONG>glArrayElement</STRONG> to specify primitives by indexing vertexes and vertex attributes and <STRONG>glDrawElements</STRONG> to construct a sequence of primitives by indexing vertexes and vertex attributes. <STRONG>NOTES</STRONG> <STRONG>glVertexPointer</STRONG> is available only if the GL version is 1.1 or greater. The vertex array is initially disabled and isn't accessed when <STRONG>glArrayElement</STRONG>, <STRONG>glDrawElements</STRONG> or <STRONG>glDrawArrays</STRONG> is called. Execution of <STRONG>glVertexPointer</STRONG> is not allowed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>, but an error may or may not be generated. If no error is generated, the operation is undefined. <STRONG>glVertexPointer</STRONG> is typically implemented on the client side. Vertex array parameters are client-side state and are therefore not saved or restored by <STRONG>glPushAttrib</STRONG> and <STRONG>glPopAttrib</STRONG>. Use <STRONG>glPushClientAttrib</STRONG> and <STRONG>glPopClientAttrib</STRONG> instead. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>size</EM> is not 2, 3, or 4. <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is is not an accepted value. <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>stride</EM> is negative. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_VERTEX_ARRAY</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_VERTEX_ARRAY_SIZE</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_VERTEX_ARRAY_TYPE</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_VERTEX_ARRAY_STRIDE</STRONG> <STRONG>glGetPointerv</STRONG> with argument <STRONG>GL_VERTEX_ARRAY_POINTER</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>, <STRONG>glDrawElements</STRONG>, <STRONG>glEdgeFlagPointer</STRONG>, <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>, <STRONG>glInterleavedArrays</STRONG>, <STRONG>glNormalPointer</STRONG>, <STRONG>glPopClientAttrib</STRONG>, <STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG> </PRE> </BODY> </HTML>