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.
void gl.vertexAttribIPointer(index, size, type, stride, offset);
index
GLuint
specifying the index of the vertex attribute that is to be modified.size
GLint
specifying the number of components per vertex attribute. Must be 1, 2, 3, or 4.type
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
, or gl.UNSIGNED_INT
.stride
GLsizei
specifying the offset in bytes between the beginning of consecutive vertex attributes.offset
GLintptr
specifying an offset in bytes of the first component in the vertex attribute array. Must be a multiple of type
.None.
Very similar to WebGLRenderingContext.vertexAttribPointer()
. The main difference is that while values specified by vertexAttribPointer
are always interpreted as floating-point values in the shader (even if they were originally specified as integers in the buffer), this method allows specifying values which are interpreted as integers in the shader.
//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>
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. |
Desktop | ||||||
---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
Basic support | 56 | No | 51 | No | 43 | No |
Mobile | |||||||
---|---|---|---|---|---|---|---|
Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
Basic support | 58 | 58 | No | 51 | 43 | No | 7.0 |
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/vertexAttribIPointer