This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The WebGL2RenderingContext.vertexAttribIPointer()
method of the WebGL 2 API specifies integer data formats and locations of vertex attributes in a vertex attributes array.
Syntax
void gl.vertexAttribIPointer(index, size, type, stride, offset);
Parameters
index
- A
GLuint
specifying the index of the vertex attribute that is to be modified. size
- A
GLint
specifying the number of components per vertex attribute. Must be 1, 2, 3, or 4. type
- A
GLenum
specifying the data type of each component in the array. Must be one of:gl.BYTE
,gl.UNSIGNED_BYTE
,gl.SHORT
,gl.UNSIGNED_SHORT
,gl.INT
, orgl.UNSIGNED_INT
. stride
- A
GLsizei
specifying the offset in bytes between the beginning of consecutive vertex attributes. offset
- A
GLintptr
specifying an offset in bytes of the first component in the vertex attribute array. Must be a multiple oftype
.
Return value
None.
Examples
Linear Blend Skinning
//Describe the layout of the buffer: //1. position gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 20, 0); gl.enableVertexAttribArray(0); //2. bone weights, normalized to [0, 1] gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 20, 12); gl.enableVertexAttribArray(1); //3. bone indices, interpreted as integer gl.vertexAttribIPointer(2, 4, gl.UNSIGNED_BYTE, 20, 16); gl.enableVertexAttribArray(2); //Connect to attributes from the vertex shader gl.bindAttribLocation(shaderProgram, 0, "position"); gl.bindAttribLocation(shaderProgram, 1, "boneWeights"); gl.bindAttribLocation(shaderProgram, 2, "boneIndices");
<script id="shader-vs" type="x-shader/x-vertex">#version 300 es uniform mat4 mvMatrix; uniform mat4 bones[120]; in vec3 position; in vec4 boneWeights; in uvec4 boneIndices;//read as 4-component unsigned integer void main() { vec4 skinnedPosition = bones[boneIndices.s] * vec4(position, 1.0) * boneWeights.s + bones[boneIndices.t] * vec4(position, 1.0) * boneWeights.t + bones[boneIndices.p] * vec4(position, 1.0) * boneWeights.p + bones[boneIndices.q] * vec4(position, 1.0) * boneWeights.q; gl_Position = mvMatrix * skinnedPosition; } </script>
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 2.0 The definition of 'vertexAttribIPointer' in that specification. |
Editor's Draft | Initial definition for WebGL. |
OpenGL ES 3.0 The definition of 'glVertexAttribPointer' in that specification. |
Standard | Man page of the (similar) OpenGL API. |
Browser compatibility
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
Feature | Chrome | Edge | Firefox | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|---|
Basic support | 56 | No | 51 | No | 43 | No |
Feature | Android webview | Chrome for Android | Edge mobile | Firefox for Android | IE mobile | Opera Android | iOS Safari |
---|---|---|---|---|---|---|---|
Basic support | 58 | 58 | No | 51 | No | 43 | No |