Name
gl.InterleavedArrays -- simultaneously specify and enable several interleaved arrays
Synopsis
gl.InterleavedArrays(format, stride, data)
Function
gl.InterleavedArrays() lets you specify and enable individual color, normal, texture and vertex arrays whose elements are part of a larger aggregate array element. For some implementations, this is more efficient than specifying the arrays separately.

data must be a pointer to a raw memory buffer allocated by Hollywood's AllocMem() function, containing the relevant array data. Use Hollywood's GetMemPointer() function to get the raw pointer address of memory blocks allocated by AllocMem(). See Working with pointers for details on how to use memory pointers with Hollywood.

If stride is 0, the aggregate elements are stored consecutively. Otherwise, stride bytes occur between the beginning of one aggregate array element and the beginning of the next aggregate array element.

format serves as a key describing the extraction of individual arrays from the aggregate array. If format contains a T, then texture coordinates are extracted from the interleaved array. If C is present, color values are extracted. If N is present, normal coordinates are extracted. Vertex coordinates are always extracted. The digits 2, 3, and 4 denote how many values are extracted. F indicates that values are extracted as floating-point values. Colors may also be extracted as 4 unsigned bytes if 4UB follows the C. If a color is extracted as 4 unsigned bytes, the vertex array element which follows is located at the first possible floating-point aligned address. The following symbolic constants are recognized for format:

 
#GL_V2F
#GL_V3F
#GL_C4UB_V2F
#GL_C4UB_V3F
#GL_C3F_V3F
#GL_N3F_V3F
#GL_C4F_N3F_V3F
#GL_T2F_V3F
#GL_T4F_V4F
#GL_T2F_C4UB_V3F
#GL_T2F_C3F_V3F
#GL_T2F_N3F_V3F
#GL_T2F_C4F_N3F_V3F
#GL_T4F_C4F_N3F_V4F

If gl.InterleavedArrays() is called while compiling a display list, it is not compiled into the list, and it is executed immediately.

Execution of gl.InterleavedArrays() is not allowed between the execution of gl.Begin() and the corresponding execution of gl.End(), but an error may or may not be generated. If no error is generated, the operation is undefined.

gl.InterleavedArrays() is typically implemented on the client side.

Vertex array parameters are client-side state and are therefore not saved or restored by gl.PushAttrib() and gl.PopAttrib(). Use gl.PushClientAttrib() and gl.PopClientAttrib() instead.

Please consult an OpenGL reference manual for more information.

Inputs
format
specifies the type of array to enable (see above for supported formats)
stride
specifies the offset in bytes between each aggregate array element
data
raw memory pointer containing data
Errors
#GL_INVALID_ENUM is generated if format is not an accepted value.


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