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glColorPointer(3G)             OpenGL Reference             glColorPointer(3G)



NAME
     glColorPointer - define an array of colors


C SPECIFICATION
     void glColorPointer( GLint size,
                          GLenum type,
                          GLsizei stride,
                          const GLvoid *pointer )


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

     type     Specifies the data type of each color component in the array.
              Symbolic constants GLBYTE, GLUNSIGNEDBYTE, GLSHORT,
              GLUNSIGNEDSHORT, GLINT, GLUNSIGNEDINT, GLFLOAT, and
              GLDOUBLE are accepted.

     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.

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

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 GLCOLORARRAY. If enabled, the
     color array is used when glDrawArrays, glDrawElements, or glArrayElement
     is called.

NOTES
     glColorPointer is available only if the GL version is 1.1 or greater.

     The color array is initially disabled and isn't accessed when
     glArrayElement, glDrawArrays, or glDrawElements is called.

     Execution of glColorPointer is not allowed between the execution of
     glBegin and the corresponding execution of glEnd, but an error may or may
     not be generated. If no error is generated, the operation is undefined.



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glColorPointer(3G)             OpenGL Reference             glColorPointer(3G)



     glColorPointer is typically implemented on the client side.

     Color array parameters are client-side state and are therefore not saved
     or restored by glPushAttrib and glPopAttrib.  Use glPushClientAttrib and
     glPopClientAttrib instead.

ERRORS
     GLINVALIDVALUE is generated if size is not 3 or 4.

     GLINVALIDENUM is generated if type is not an accepted value.

     GLINVALIDVALUE is generated if stride is negative.

ASSOCIATED GETS
     glIsEnabled with argument GLCOLORARRAY
     glGet with argument GLCOLORARRAYSIZE
     glGet with argument GLCOLORARRAYTYPE
     glGet with argument GLCOLORARRAYSTRIDE
     glGetPointerv with argument GLCOLORARRAYPOINTER


MACHINE DEPENDENCIES
     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GLVERTEXARRAY, GLVERTEXARRAYEXT, GLNORMALARRAY,
     GLNORMALARRAYEXT, GLCOLORARRAY, GLCOLORARRAYEXT,
     GLINDEXARRAY,GLINDEXARRAYEXT, GLTEXTURECOORDARRAY,
     GLTEXTURECOORDARRAYEXT, GLEDGEFLAGARRAY or GLEDGEFLAGARRAYEXT
     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 EXTvertexarray 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];}



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glColorPointer(3G)             OpenGL Reference             glColorPointer(3G)



          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
     GLOBJECTLINEAR 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
     glArrayElement, glDrawArrays, glDrawElements, glEdgeFlagPointer,
     glEnable, glGetPointerv, glIndexPointer, glInterleavedArrays,
     glNormalPointer, glPopClientAttrib, glPushClientAttrib,
     glTexCoordPointer, glVertexPointer




























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