glUniform2i man page on MacOSX
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GLUNIFORM(3G) OpenGL 3.3 GLUNIFORM(3G)
NAME
glUniform1f, glUniform2f, glUniform3f, glUniform4f, glUniform1i,
glUniform2i, glUniform3i, glUniform4i, glUniform1ui, glUniform2ui,
glUniform3ui, glUniform4ui, glUniform1fv, glUniform2fv, glUniform3fv,
glUniform4fv, glUniform1iv, glUniform2iv, glUniform3iv, glUniform4iv,
glUniform1uiv, glUniform2uiv, glUniform3uiv, glUniform4uiv,
glUniformMatrix2fv, glUniformMatrix3fv, glUniformMatrix4fv,
glUniformMatrix2x3fv, glUniformMatrix3x2fv, glUniformMatrix2x4fv,
glUniformMatrix4x2fv, glUniformMatrix3x4fv, glUniformMatrix4x3fv -
Specify the value of a uniform variable for the current program object
C SPECIFICATION
void glUniform1f(GLint location, GLfloat v0);
void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3);
void glUniform1i(GLint location, GLint v0);
void glUniform2i(GLint location, GLint v0, GLint v1);
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
GLint v3);
void glUniform1ui(GLint location, GLuint v0);
void glUniform2ui(GLint location, GLint v0, GLuint v1);
void glUniform3ui(GLint location, GLint v0, GLint v1, GLuint v2);
void glUniform4ui(GLint location, GLint v0, GLint v1, GLint v2,
GLuint v3);
PARAMETERS
location
Specifies the location of the uniform variable to be modified.
v0, v1, v2, v3
Specifies the new values to be used for the specified uniform
variable.
C SPECIFICATION
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform1iv(GLint location, GLsizei count, const GLint *value);
void glUniform2iv(GLint location, GLsizei count, const GLint *value);
void glUniform3iv(GLint location, GLsizei count, const GLint *value);
void glUniform4iv(GLint location, GLsizei count, const GLint *value);
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
PARAMETERS
location
Specifies the location of the uniform value to be modified.
count
Specifies the number of elements that are to be modified. This
should be 1 if the targeted uniform variable is not an array, and 1
or more if it is an array.
value
Specifies a pointer to an array of count values that will be used
to update the specified uniform variable.
C SPECIFICATION
void glUniformMatrix2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix4x2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
void glUniformMatrix4x3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value);
PARAMETERS
location
Specifies the location of the uniform value to be modified.
count
Specifies the number of matrices that are to be modified. This
should be 1 if the targeted uniform variable is not an array of
matrices, and 1 or more if it is an array of matrices.
transpose
Specifies whether to transpose the matrix as the values are loaded
into the uniform variable.
value
Specifies a pointer to an array of count values that will be used
to update the specified uniform variable.
DESCRIPTION
glUniform modifies the value of a uniform variable or a uniform
variable array. The location of the uniform variable to be modified is
specified by location, which should be a value returned by
glGetUniformLocation(). glUniform operates on the program object that
was made part of current state by calling glUseProgram().
The commands glUniform{1|2|3|4}{f|i|ui} are used to change the value of
the uniform variable specified by location using the values passed as
arguments. The number specified in the command should match the number
of components in the data type of the specified uniform variable (e.g.,
1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2,
etc.). The suffix f indicates that floating-point values are being
passed; the suffix i indicates that integer values are being passed;
the suffix ui indicates that unsigned integer values are being passed,
and this type should also match the data type of the specified uniform
variable. The i variants of this function should be used to provide
values for uniform variables defined as int, ivec2, ivec3, ivec4, or
arrays of these. The ui variants of this function should be used to
provide values for uniform variables defined as unsigned int, uvec2,
uvec3, uvec4, or arrays of these. The f variants should be used to
provide values for uniform variables of type float, vec2, vec3, vec4,
or arrays of these. Either the i, ui or f variants may be used to
provide values for uniform variables of type bool, bvec2, bvec3, bvec4,
or arrays of these. The uniform variable will be set to false if the
input value is 0 or 0.0f, and it will be set to true otherwise.
All active uniform variables defined in a program object are
initialized to 0 when the program object is linked successfully. They
retain the values assigned to them by a call to glUniform until the
next successful link operation occurs on the program object, when they
are once again initialized to 0.
The commands glUniform{1|2|3|4}{f|i|ui}v can be used to modify a single
uniform variable or a uniform variable array. These commands pass a
count and a pointer to the values to be loaded into a uniform variable
or a uniform variable array. A count of 1 should be used if modifying
the value of a single uniform variable, and a count of 1 or greater can
be used to modify an entire array or part of an array. When loading n
elements starting at an arbitrary position m in a uniform variable
array, elements m + n - 1 in the array will be replaced with the new
values. If m + n - 1 is larger than the size of the uniform variable
array, values for all array elements beyond the end of the array will
be ignored. The number specified in the name of the command indicates
the number of components for each element in value, and it should match
the number of components in the data type of the specified uniform
variable (e.g., 1 for float, int, bool; 2 for vec2, ivec2, bvec2,
etc.). The data type specified in the name of the command must match
the data type for the specified uniform variable as described
previously for glUniform{1|2|3|4}{f|i|ui}.
For uniform variable arrays, each element of the array is considered to
be of the type indicated in the name of the command (e.g., glUniform3f
or glUniform3fv can be used to load a uniform variable array of type
vec3). The number of elements of the uniform variable array to be
modified is specified by count
The commands glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used
to modify a matrix or an array of matrices. The numbers in the command
name are interpreted as the dimensionality of the matrix. The number 2
indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates a 3 ×
3 matrix (i.e., 9 values), and the number 4 indicates a 4 × 4 matrix
(i.e., 16 values). Non-square matrix dimensionality is explicit, with
the first number representing the number of columns and the second
number representing the number of rows. For example, 2x4 indicates a 2
× 4 matrix with 2 columns and 4 rows (i.e., 8 values). If transpose is
GL_FALSE, each matrix is assumed to be supplied in column major order.
If transpose is GL_TRUE, each matrix is assumed to be supplied in row
major order. The count argument indicates the number of matrices to be
passed. A count of 1 should be used if modifying the value of a single
matrix, and a count greater than 1 can be used to modify an array of
matrices.
NOTES
glUniform1i and glUniform1iv are the only two functions that may be
used to load uniform variables defined as sampler types. Loading
samplers with any other function will result in a GL_INVALID_OPERATION
error.
If count is greater than 1 and the indicated uniform variable is not an
array, a GL_INVALID_OPERATION error is generated and the specified
uniform variable will remain unchanged.
Other than the preceding exceptions, if the type and size of the
uniform variable as defined in the shader do not match the type and
size specified in the name of the command used to load its value, a
GL_INVALID_OPERATION error will be generated and the specified uniform
variable will remain unchanged.
If location is a value other than -1 and it does not represent a valid
uniform variable location in the current program object, an error will
be generated, and no changes will be made to the uniform variable
storage of the current program object. If location is equal to -1, the
data passed in will be silently ignored and the specified uniform
variable will not be changed.
ERRORS
GL_INVALID_OPERATION is generated if there is no current program
object.
GL_INVALID_OPERATION is generated if the size of the uniform variable
declared in the shader does not match the size indicated by the
glUniform command.
GL_INVALID_OPERATION is generated if one of the signed or unsigned
integer variants of this function is used to load a uniform variable of
type float, vec2, vec3, vec4, or an array of these, or if one of the
floating-point variants of this function is used to load a uniform
variable of type int, ivec2, ivec3, ivec4, unsigned int, uvec2, uvec3,
uvec4, or an array of these.
GL_INVALID_OPERATION is generated if one of the signed integer variants
of this function is used to load a uniform variable of type unsigned
int, uvec2, uvec3, uvec4, or an array of these.
GL_INVALID_OPERATION is generated if one of the unsigned integer
variants of this function is used to load a uniform variable of type
int, ivec2, ivec3, ivec4, or an array of these.
GL_INVALID_OPERATION is generated if location is an invalid uniform
location for the current program object and location is not equal to
-1.
GL_INVALID_VALUE is generated if count is less than 0.
GL_INVALID_OPERATION is generated if count is greater than 1 and the
indicated uniform variable is not an array variable.
GL_INVALID_OPERATION is generated if a sampler is loaded using a
command other than glUniform1i and glUniform1iv.
ASSOCIATED GETS
glGet() with the argument GL_CURRENT_PROGRAM
glGetActiveUniform() with the handle of a program object and the index
of an active uniform variable
glGetUniform() with the handle of a program object and the location of
a uniform variable
glGetUniformLocation() with the handle of a program object and the name
of a uniform variable
SEE ALSO
glLinkProgram(), glUseProgram()
COPYRIGHT
Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010 Khronos Group.
This material may be distributed subject to the terms and conditions
set forth in the Open Publication License, v 1.0, 8 June 1999.
http://opencontent.org/openpub/.
OpenGL 3.3 03/08/2011 GLUNIFORM(3G)
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