glTexCoordPointerEXT(3G)
glTexCoordPointerEXT - define an array of texture coordinates
As shipped in IRIX 6.5.30. Last changed in IRIX 6.5.15.
NAME glTexCoordPointerEXT - define an array of texture coordinates C SPECIFICATION void glTexCoordPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer ) PARAMETERS size Specifies the number of coordinates per array element. It must be 1, 2, 3 or 4. type Specifies the data type of each texture coordinate. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE_EXT, are accepted. stride Specifies the byte offset between consecutive array elements. If stride is zero the array elements are understood to be tightly packed. count Specifies the number of array elements, counting from the first, that are static. pointer Specifies a pointer to the first coordinate of the first element in the array. DESCRIPTION glTexCoordPointerEXT specifies the location and data format of an array of texture coordinates to use when rendering using the vertex array extension. size specifies the number of coordinates per element, and must be 1, 2, 3, or 4. type specifies the data type of each texture coordinate and stride gives 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.) count indicates the number of array elements (counting from the first) that are static. Static elements may be modified by the application, but once they are modified, the application must explicitly respecify the array before using it for any rendering. When a texture coordinate array is specified, size, type, stride, count, and pointer are saved as client-side state, and static array elements may be cached by the implementation. The texture coordinate array is enabled and disabled using glEnable and glDisable with the argument GL_TEXTURE_COORD_ARRAY_EXT. If enabled, the texture coordinate array is used when glDrawArraysEXT or glArrayElementEXT is called. Use glDrawArraysEXT to define a sequence of primitives (all of the same type) from pre-specified vertex and vertex attribute arrays. Use glArrayElementEXT to specify primitives by indexing vertices and vertex attributes. NOTES Non-static array elements are not accessed until glArrayElementEXT or glDrawArraysEXT is executed. By default the texture coordinate array is disabled and it won't be accessed when glArrayElementEXT or glDrawArraysEXT is called. Although it is not an error to call glTexCoordPointerEXT between the execution of glBegin and the corresponding execution of glEnd, the results are undefined. glTexCoordPointerEXT will typically be implemented on the client side with no protocol. Since the texture coordinate array parameters are client side state, they are not saved or restored by glPushAttrib and glPopAttrib. glTexCoordPointerEXT commands are not entered into display lists. glTexCoordPointerEXT is part of the EXT_vertex_array extension, not part of the core GL command set. If GL_EXT_vertex_array is included in the string returned by glGetString, when called with argument GL_EXTENSIONS, extension EXT_vertex_array is supported. ERRORS GL_INVALID_VALUE is generated if size is not 1, 2, 3, or 4. GL_INVALID_ENUM is generated if type is not an accepted value. GL_INVALID_VALUE is generated if stride or count is negative ASSOCIATED GETS glIsEnabled with argument GL_TEXTURE_COORD_ARRAY_EXT glGet with argument GL_TEXTURE_COORD_ARRAY_SIZE_EXT glGet with argument GL_TEXTURE_COORD_ARRAY_TYPE_EXT glGet with argument GL_TEXTURE_COORD_ARRAY_STRIDE_EXT glGet with argument GL_TEXTURE_COORD_ARRAY_COUNT_EXT glGetPointervEXT with argument GL_TEXTURE_COORD_ARRAY_POINTER_EXT MACHINE DEPENDENCIES On RealityEngine, RealityEngine2, and VTX systems, do not enable or disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY, GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT, GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY, GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT between a call to glNewList and the corresponding call to glEndList. Instead, enable or disable before the call to glNewList. On InfiniteReality systems it is particularly important to minimize the amount of data transferred from the application to the graphics pipe, since the host-to-pipe bandwidth limit can cause a performance bottleneck. One way to reduce the amount of data transferred per vertex is to use properly-aligned byte and short data types whenever possible. Accordingly, the EXT_vertex_array extension on InfiniteReality systems has been optimized for vertex information packed into the following data structures. (Note: v represents vertex coordinates, c represents color components, n represents normal coordinates, and t represents texture coordinates. Normals must have unit length.) struct {GLfloat v[3];} struct {GLubyte c[4]; GLfloat v[3];} struct {GLshort n[3]; GLfloat v[3];} struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];} struct {GLshort t[2]; GLfloat v[3];} struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];} struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];} struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];} struct {GLfloat t[2]; GLfloat v[3];} struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];} struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];} struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];} Application-specific fields may be added to these structures, provided that all the fields described above retain their relative order and word alignment. An additional constraint applies when glTexGen is being used. The implementation normally generates all four texture coordinates in parallel, and must take special action to generate just a subset of the four coordinates. Therefore performance is best when none of the texture coordinates are being generated, or when all of them are being generated. For example, when using 2D texturing (generating s and t coordinates) it will be faster to enable texture coordinate generation for the r and q coordinates as well as s and t. Choose a texture generation mode of GL_OBJECT_LINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for r and q, respectively. Using these structures on InfiniteReality systems can improve performance considerably, compared to structures in which all values are single- precision floating point. SEE ALSO glArrayElementEXT, glColorPointerEXT, glDrawArraysEXT, glEdgeFlagPointerEXT, glEnable, glGetPointervEXT, glIndexPointerEXT, glNormalPointerEXT, glVertexPointerEXT