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# docs.GL

OpenGL 4
OpenGL ES 3

# glVertexAttribFormat

## Name

glVertexAttribFormat, glVertexArrayAttribFormat — specify the organization of vertex arrays

## C Specification

`void glVertexAttribFormat(` | GLuint attribindex,
| GLint size,
| GLenum type,
| GLboolean normalized,
| GLuint relativeoffset`)`;

`void glVertexAttribIFormat(` | GLuint attribindex,
| GLint size,
| GLenum type,
| GLuint relativeoffset`)`;

`void glVertexAttribLFormat(` | GLuint attribindex,
| GLint size,
| GLenum type,
| GLuint relativeoffset`)`;

`void glVertexArrayAttribFormat(` | GLuint vaobj,
| GLuint attribindex,
| GLint size,
| GLenum type,
| GLboolean normalized,
| GLuint relativeoffset`)`;

`void glVertexArrayAttribIFormat(` | GLuint vaobj,
| GLuint attribindex,
| GLint size,
| GLenum type,
| GLuint relativeoffset`)`;

`void glVertexArrayAttribLFormat(` | GLuint vaobj,
| GLuint attribindex,
| GLint size,
| GLenum type,
| GLuint relativeoffset`)`;

## Parameters

`vaobj`

  Specifies the name of the vertex array object for `glVertexArrayAttrib{I, L}Format` functions.

`attribindex`

  The generic vertex attribute array being described.

`size`

  The number of values per vertex that are stored in the array.

`type`

  The type of the data stored in the array.

`normalized`

  `GL_TRUE` if the parameter represents a normalized integer (`type` must be an integer type). `GL_FALSE` otherwise.

`relativeoffset`

  The offset, measured in basic machine units of the first element relative to the start of the vertex buffer binding this attribute fetches from.

## Description

`glVertexAttribFormat`, `glVertexAttribIFormat` and `glVertexAttribLFormat`, as well as `glVertexArrayAttribFormat`, `glVertexArrayAttribIFormat` and `glVertexArrayAttribLFormat` specify the organization of data in vertex arrays. The first three calls operate on the bound vertex array object, whereas the last three ones modify the state of a vertex array object with ID `vaobj`. `attribindex` specifies the index of the generic vertex attribute array whose data layout is being described, and must be less than the value of `GL_MAX_VERTEX_ATTRIBS`.

`size` determines the number of components per vertex are allocated to the specified attribute and must be 1, 2, 3 or 4. `type` indicates the type of the data. If `type` is one of `GL_BYTE`, `GL_SHORT`, `GL_INT`, `GL_FIXED`, `GL_FLOAT`, `GL_HALF_FLOAT`, and `GL_DOUBLE` indicate types `GLbyte`, `GLshort`, `GLint`, `GLfixed`, `GLfloat`, `GLhalf`, and `GLdouble`, respectively; the values `GL_UNSIGNED_BYTE`, `GL_UNSIGNED_SHORT`, and `GL_UNSIGNED_INT` indicate types `GLubyte`, `GLushort`, and `GLuint`, respectively; the values `GL_INT_2_10_10_10_REV` and `GL_UNSIGNED_INT_2_10_10_10_REV` indicating respectively four signed or unsigned elements packed into a single `GLuint`; and the value `GL_UNSIGNED_INT_10F_11F_11F_REV` indicating three floating point values packed into a single `GLuint`.

`glVertexAttribLFormat` and `glVertexArrayAttribLFormat` is used to specify layout for data associated with a generic attribute variable declared as 64-bit double precision components. For `glVertexAttribLFormat` and `glVertexArrayAttribLFormat`, `type` must be `GL_DOUBLE`. In contrast to `glVertexAttribFormat` or `glVertexArrayAttribFormat`, which will cause data declared as `GL_DOUBLE` to be converted to 32-bit representation, `glVertexAttribLFormat` and `glVertexArrayAttribLFormat` cause such data to be left in its natural, 64-bit representation.

For `glVertexAttribFormat` and `glVertexArrayAttribFormat`, if `normalized` is `GL_TRUE`, then integer data is normalized to the range [-1, 1] or [0, 1] if it is signed or unsigned, respectively. If `normalized` is `GL_FALSE` then integer data is directly converted to floating point.

`relativeoffset` is the offset, measured in basic machine units of the first element relative to the start of the vertex buffer binding this attribute fetches from.

`glVertexAttribFormat` and `glVertexArrayAttribFormat` should be used to describe vertex attribute layout for floating-point vertex attributes, `glVertexAttribIFormat` and `glVertexArrayAttribIFormat` should be used to describe vertex attribute layout for integer vertex attribute, and `glVertexAttribLFormat` and `glVertexArrayAttribLFormat` should be used to describe the layout for 64-bit vertex attributes. Data for an array specified by `glVertexAttribIFormat` and `glVertexArrayAttribIFormat` will always be left as integer values; such data are referred to as pure integers.

## Notes

`GL_UNSIGNED_INT_10F_11F_11F_REV` is accepted for `type` only if the GL version is 4.4 or higher.

## Errors

`GL_INVALID_VALUE` is generated if `attribindex` is greater than or equal to the value of `GL_MAX_VERTEX_ATTRIBS`.

`GL_INVALID_VALUE` is generated if `size` is not one of the accepted values.

`GL_INVALID_VALUE` is generated if `relativeoffset` is greater than the value of `GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET`.

`GL_INVALID_ENUM` is generated if `type` is not one of the accepted tokens.

`GL_INVALID_ENUM` is generated by `glVertexAttribIFormat`, `glVertexAttribLFormat`, `glVertexArrayAttribIFormat` and `glVertexArrayAttribLFormat` if `type` is `GL_UNSIGNED_INT_10F_11F_11F_REV`.

`GL_INVALID_OPERATION` is generated by `glVertexAttribFormat`, `glVertexAttribIFormat` and `glVertexAttribLFormat` if no vertex array object is bound.

`GL_INVALID_OPERATION` is generated by `glVertexArrayAttribFormat`, `glVertexArrayAttribIFormat` and `glVertexArrayAttribLFormat` if `vaobj` is not the name of an existing vertex array object.

`GL_INVALID_OPERATION` is generated under any of the following conditions:

- `size` is `GL_BGRA` and `type` is not `GL_UNSIGNED_BYTE`, `GL_INT_2_10_10_10_REV` or `GL_UNSIGNED_INT_2_10_10_10_REV`.

- `type` is `GL_INT_2_10_10_10_REV` or `GL_UNSIGNED_INT_2_10_10_10_REV`, and `size` is neither 4 nor `GL_BGRA`.

- `type` is `GL_UNSIGNED_INT_10F_11F_11F_REV` and `size` is not 3.

- `size` is `GL_BGRA` and `normalized` is `GL_FALSE`.

## Associated Gets

glGet with arguments `GL_MAX_VERTEX_ATTRIB_BINDINGS`, or `GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET`.

glGetVertexAttrib with argument `GL_VERTEX_ATTRIB_RELATIVE_OFFSET`.

## Version Support

| OpenGL Version
--- | ---
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5
`glVertexArrayAttribFormat` | - | - | - | - | - | - | - | - | - | - | - | ✔
`glVertexArrayAttribIFormat` | - | - | - | - | - | - | - | - | - | - | - | ✔
`glVertexArrayAttribLFormat` | - | - | - | - | - | - | - | - | - | - | - | ✔
`glVertexAttribFormat` | - | - | - | - | - | - | - | - | - | ✔ | ✔ | ✔
`glVertexAttribIFormat` | - | - | - | - | - | - | - | - | - | ✔ | ✔ | ✔
`glVertexAttribLFormat` | - | - | - | - | - | - | - | - | - | ✔ | ✔ | ✔

## See Also

glBindVertexBuffer, glVertexAttribBinding, glVertexAttribPointer, glVertexBindingDivisor, glVertexAttribPointer.

## Copyright

Copyright © 2013-2014 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. https://opencontent.org/openpub/.

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