Method GL.glEdgeFlagPointer()


Method glEdgeFlagPointer

void glEdgeFlagPointer(int stride, System.Memory pointer)

Description

glEdgeFlagPointer specifies the location and data format of an array of boolean edge flags to use when rendering. stride specifies the byte stride from one edge flag 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 an edge flag array is specified, stride and pointer are saved as client-side state.

To enable and disable the edge flag array, call glEnableClientState and

glDisableClientState with the argument GL_EDGE_FLAG_ARRAY. If enabled, the edge flag array is used when glDrawArrays, glDrawElements, or glArrayElement is called.

Use glDrawArrays to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use glArrayElement to specify primitives by indexing vertexes and vertex attributes and glDrawElements to construct a sequence of primitives by indexing vertexes and vertex attributes.

Parameter stride

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

Parameter pointer

Specifies a pointer to the first edge flag in the array.

Throws

GL_INVALID_ENUM is generated if stride is negative.