glBindVertexBuffer and glVertexArrayVertexBuffer bind the buffer named buffer to the vertex buffer binding point whose index is given by bindingindex. glBindVertexBuffer modifies the binding of the currently bound vertex array object, whereas glVertexArrayVertexBuffer allows the caller to specify ID of the vertex array object with an argument named vaobj, for which the binding should be modified. offset and stride specify the offset of the first element within the buffer and the distance between elements within the buffer, respectively, and are both measured in basic machine units. bindingindex must be less than the value of GL_MAX_VERTEX_ATTRIB_BINDINGS. offset and stride must be greater than or equal to zero. If buffer is zero, then any buffer currently bound to the specified binding point is unbound.
If buffer is not the name of an existing buffer object, the GL first creates a new state vector, initialized with a zero-sized memory buffer and comprising all the state and with the same initial values as in case of glBindBuffer. buffer is then attached to the specified bindingindex of the vertex array object.
GL_INVALID_OPERATION is generated by glBindVertexBuffer if no vertex array object is bound.
GL_INVALID_OPERATION is generated by glVertexArrayVertexBuffer if vaobj is not the name of an existing vertex array object.
GL_INVALID_VALUE is generated if bindingindex is greater than or equal to the value of GL_MAX_VERTEX_ATTRIB_BINDINGS.
GL_INVALID_VALUE is generated if offset or stride is less than zero, or if stride is greater than the value of GL_MAX_VERTEX_ATTRIB_STRIDE.
|Function / Feature Name||2.0||2.1||3.0||3.1||3.2||3.3||4.0||4.1||4.2||4.3||4.4||
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