glBindVertexBuffers.3G man page

glBindVertexBuffers — bind one or more named buffer objects to a sequence of consecutive vertex buffer binding points

C Specification

void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLuintptr *offsets, const GLsizei *strides);

Parameters

first

Specifies the first vertex buffer binding point to which a buffer object is to be bound.

count

Specifies the number of buffers to bind.

buffers

Specifies the address of an array of names of existing buffer objects.

offsets

Specifies the address of an array of offsets to associate with the binding points.

buffers

Specifies the address of an array of strides to associate with the binding points.

Description

glBindVertexBuffers binds storage from an array of existing buffer objects to a specified number of consecutive vertex buffer binding points units. count specifies the number of buffer objects whose names are stored in the array buffers. That number of buffer object names is read from the array and their storage bound to the count consecutive vertex buffer binding points starting from first.

If the name zero appears in the buffers array, any existing binding to the vertex buffer binding point is reset, and the corresponding entries in offsets and strides is ignored. Any non-zero entry in buffers must be the name of an existing buffer object. When a non-zero entry in buffers is present, that buffer objects data store is bound to the corresponding vertex buffer binding point. If buffers is NULL then it is as if an appropriately sized array containing only zeros had been specified.

offsets and strides specify the addresses of two arrays containing, respectively, the offset of the first element and stride between elements in each buffer. If an entry in buffers is zero, then the content of the corresponding entry in each of offsets and strides is ignored.

glBindVertexBuffers is equivalent to the following pseudo code:

for (i = 0; i < count; i++) {
    if (buffers == NULL) {
        glBindVertexBuffer(first + i, 0, 0, 16);
    } else {
        glBindVertexBuffer(first + i, buffers[i], offsets[i], strides[i]);
    }
}

Each entry in buffers will be checked individually and if found to be invalid, the state for that vertex buffer binding point will not be changed and an error will be generated. However, the state for other binding points referenced by the command will still be updated.

Notes

glBindVertexBuffers is available only if the GL version is 4.4 or higher.

Errors

GL_INVALID_OPERATION is generated if first + count is greater than the value of GL_MAX_VERTEX_ATTRIB_BINDINGS.

GL_INVALID_OPERATION is generated if any value in buffers is not zero or the name of an existing buffer object.

GL_INVALID_VALUE is generated if any value in offsets or strides is negative, or if a value is stride is greater than the value of GL_MAX_VERTEX_ATTRIB_STRIDE.

See Also

glGenBuffers(), glBindBuffer(), glDeleteBuffers()glDeleteTextures()

Info

02/04/2016 [FIXME: source] [FIXME: manual]