Name
glTexCoordPointer - define an array of texture coordinatesC Specification
void glTexCoordPointer(GLint size,
GLenum type,
GLsizei stride,
const GLvoid * pointer)
Parameters
size- Specifies the number of coordinates per array element. Must be 2, 3 or 4. The initial value is 4.
type- Specifies the data type of each texture coordinate. Symbolic constants
GL_BYTE,GL_SHORT, andGL_FIXEDare accepted. However, the initial value isGL_FLOAT. The common profile accepts the symbolic constantGL_FLOATas well.(glTexCoordPointer) stride- Specifies the byte offset between consecutive array elements. If
strideis 0, the array elements are understood to be tightly packed. The initial value is 0. pointer- Specifies a pointer to the first coordinate of the first element in the array. The initial value is 0.
Description
glTexCoordPointer specifies the location and data of an array of texture coordinates to use when rendering. size specifies the number of coordinates per element, and must be 2, 3, or 4. type specifies the data type of each texture coordinate and stride specifies the byte stride from one array element to the next allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations.)When a texture coordinate array is specified,
size, type, stride, and pointer are saved as client-side state. (glTexCoordPointer)If the texture coordinate array is enabled, it is used when
glDrawArrays, or glDrawElements is called. To enable and disable the texture coordinate array for the client-side active texture unit, call glEnableClientState and glDisableClientState with the argument GL_TEXTURE_COORD_ARRAY. The texture coordinate array is initially disabled for all client-side active texture units and isn't accessed when glDrawArrays or glDrawElements is called.Use
glDrawArrays to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use glDrawElements to construct a sequence of primitives by indexing vertices and vertex attributes.Notes
glTexCoordPointer is typically implemented on the client side.glTexCoordPointer updates the texture coordinate array state of the client-side active texture unit, specified with glClientActiveTexture.Errors
GL_INVALID_VALUE is generated if size is not 2, 3, or 4.GL_INVALID_ENUM is generated if type is not an accepted value.GL_INVALID_VALUE is generated if stride is negative.Copyright
Copyright © 2003 Silicon Graphics, Inc.This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
See Also
glClientActiveTexture, glColorPointer, glDrawArrays, glDrawElements, glEnable, glMultiTexCoord, glNormalPointer, glVertexPointerExample of glTexCoordPointer
static const GLfloat squareTexCoord[] = {
0, 1,
1, 1,
0, 0,
1, 0,
};
0, 1,
1, 1,
0, 0,
1, 0,
};
glBindTexture(GL_TEXTURE_2D, m_Tex.TexID);
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, squareTexCoord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, squareTexCoord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);