Method GL.glColorPointer()


Method glColorPointer

void glColorPointer(int size, int type, int stride, System.Memory pointer)

Description

glColorPointer specifies the location and data format of an array of color components to use when rendering. size specifies the number of components per color, and must be 3 or 4. type specifies the data type of each color component, and stride specifies the byte stride from one color to the next allowing vertexes and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see glInterleavedArrays.)

When a color array is specified, size, type, stride, and pointer are saved as client-side state.

To enable and disable the color array, call glEnableClientState and

glDisableClientState with the argument GL_COLOR_ARRAY. If enabled, the color array is used when glDrawArrays, glDrawElements, or glArrayElement is called.

Parameter size

Specifies the number of components per color. Must be 3 or 4.

Parameter type

Specifies the data type of each color component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, and GL_DOUBLE are accepted.

Parameter stride

Specifies the byte offset between consecutive colors. If stride is 0, (the initial value), the colors are understood to be tightly packed in the array.

Parameter pointer

Specifies a pointer to the first component of the first color element in the array.

Throws

GL_INVALID_VALUE is generated if size is not 3 or 4.

GL_INVALID_ENUM is generated if type is not an accepted value.

GL_INVALID_VALUE is generated if stride is negative.