Name
gl.VertexPointer -- define an array of vertex data
Synopsis
gl.VertexPointer(vertexArray[, size])
Function
gl.VertexPointer() specifies an array of vertex coordinates to use when rendering. vertexArray can be either a one-dimensional table consisting of an arbitrary number of consecutive vertex coordinates or a two-dimensional table consisting of an arbitrary number of subtables which contain 2 to 4 texture coordinates each. If vertexArray is a one-dimensional table, you need to pass the optional size argument as well to define the number of vertex coordinates per array element. size must be a value in the range of 2 to 4. If vertexArray is a two-dimensional table, size is automatically determined by the number of items in the first subtable, which must be in the range of 2 to 4 as well.

When using a two-dimensional table, please keep in mind that the number of vertex coordinates in each subtable must be constant. It is not allowed to use differing numbers of vertex coordinates in the individual subtables. The number of vertex coordinates is defined by the number of elements in the first subtable and all following subtables must use the very same number of coordinates.

If you pass Nil in vertexArray, the vertex coordinates array buffer will be freed but it won't be removed from OpenGL. You need to do this manually, e.g. by disabling the vertex coordinates array or defining a new one.

In order to enable and disable a vertex array, call gl.EnableClientState() and gl.DisableClientState() with the argument #GL_VERTEX_ARRAY. If enabled, the vertex array is used when gl.DrawArrays(), gl.DrawElements(), or gl.ArrayElement() is called.

The vertex array is initially disabled and isn't accessed when gl.DrawArrays(), gl.DrawElements(), or gl.ArrayElement() is called.

Execution of gl.VertexPointer() 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.VertexPointer() 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
vertexArray
one- or two-dimensional table containing vertex coordinates or Nil (see above)
size
optional: vertex coordinates per array element; must be between 2 to 4 and is only used with one-dimensional tables (see above)
Errors
#GL_INVALID_VALUE is generated if size is not 2, 3, or 4.

Associated gets
gl.IsEnabled() with argument #GL_VERTEX_ARRAY

gl.Get() with argument #GL_VERTEX_ARRAY_SIZE

gl.Get() with argument #GL_VERTEX_ARRAY_TYPE

gl.Get() with argument #GL_VERTEX_ARRAY_STRIDE

gl.GetPointer() with argument #GL_VERTEX_ARRAY_POINTER


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