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要小心谨慎在生产中使用这之前。
WebGL2RenderingContext.vertexAttribIPointer()
方法在
WebGL 2 API
specifies integer data formats and locations of vertex attributes in a vertex attributes array.
void gl.vertexAttribIPointer(index, size, type, stride, offset);
index
GLuint
specifying the index of the vertex attribute that is to be modified.
size
GLint
specifying the number of components per vertex attribute. Must be 1, 2, 3, or 4.
type
GLenum
specifying the data type of each component in the array. Must be one of:
gl.BYTE
,
gl.UNSIGNED_BYTE
,
gl.SHORT
,
gl.UNSIGNED_SHORT
,
gl.INT
,或
gl.UNSIGNED_INT
.
stride
GLsizei
specifying the offset in bytes between the beginning of consecutive vertex attributes.
offset
GLintptr
specifying an offset in bytes of the first component in the vertex attribute array. Must be a multiple of
type
.
None.
Very similar to
WebGLRenderingContext.vertexAttribPointer()
. The main difference is that while values specified by
vertexAttribPointer
are always interpreted as floating-point values in the shader (even if they were originally specified as integers in the buffer), this method allows specifying values which are interpreted as integers in the shader.
//Describe the layout of the buffer: //1. position gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 20, 0); gl.enableVertexAttribArray(0); //2. bone weights, normalized to [0, 1] gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 20, 12); gl.enableVertexAttribArray(1); //3. bone indices, interpreted as integer gl.vertexAttribIPointer(2, 4, gl.UNSIGNED_BYTE, 20, 16); gl.enableVertexAttribArray(2); //Connect to attributes from the vertex shader gl.bindAttribLocation(shaderProgram, 0, "position"); gl.bindAttribLocation(shaderProgram, 1, "boneWeights"); gl.bindAttribLocation(shaderProgram, 2, "boneIndices");
<script id="shader-vs" type="x-shader/x-vertex">#version 300 es
uniform mat4 mvMatrix;
uniform mat4 bones[120];
in vec3 position;
in vec4 boneWeights;
in uvec4 boneIndices;//read as 4-component unsigned integer
void main() {
vec4 skinnedPosition =
bones[boneIndices.s] * vec4(position, 1.0) * boneWeights.s +
bones[boneIndices.t] * vec4(position, 1.0) * boneWeights.t +
bones[boneIndices.p] * vec4(position, 1.0) * boneWeights.p +
bones[boneIndices.q] * vec4(position, 1.0) * boneWeights.q;
gl_Position = mvMatrix * skinnedPosition;
}
</script>
| 规范 | 状态 | 注释 |
|---|---|---|
|
WebGL 2.0
The definition of 'vertexAttribIPointer' in that specification. |
编者草案 | Initial definition for WebGL. |
|
OpenGL ES 3.0
The definition of 'glVertexAttribPointer' in that specification. |
标准 | Man page of the (similar) OpenGL API. |
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
更新 GitHub 上的兼容性数据| 桌面 | 移动 | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
vertexAttribIPointer
|
Chrome 56 | Edge 79 | Firefox 51 | IE No | Opera 43 | Safari No | WebView Android 58 | Chrome Android 58 | Firefox Android 51 | Opera Android 43 | Safari iOS No | Samsung Internet Android 7.0 |
完整支持
不支持
WebGL2RenderingContext
beginQuery()
beginTransformFeedback()
bindBufferBase()
bindBufferRange()
bindSampler()
bindTransformFeedback()
bindVertexArray()
blitFramebuffer()
clearBuffer[fiuv]()
clientWaitSync()
compressedTexSubImage3D()
copyBufferSubData()
copyTexSubImage3D()
createQuery()
createSampler()
createTransformFeedback()
createVertexArray()
deleteQuery()
deleteSampler()
deleteSync()
deleteTransformFeedback()
deleteVertexArray()
drawArraysInstanced()
drawBuffers()
drawElementsInstanced()
drawRangeElements()
endQuery()
endTransformFeedback()
fenceSync()
framebufferTextureLayer()
getActiveUniformBlockName()
getActiveUniformBlockParameter()
getActiveUniforms()
getBufferSubData()
getFragDataLocation()
getIndexedParameter()
getInternalformatParameter()
getQuery()
getQueryParameter()
getSamplerParameter()
getSyncParameter()
getTransformFeedbackVarying()
getUniformBlockIndex()
getUniformIndices()
invalidateFramebuffer()
invalidateSubFramebuffer()
isQuery()
isSampler()
isSync()
isTransformFeedback()
isVertexArray()
pauseTransformFeedback()
readBuffer()
renderbufferStorageMultisample()
resumeTransformFeedback()
samplerParameter[if]()
texImage3D()
texStorage2D()
texStorage3D()
texSubImage3D()
transformFeedbackVaryings()
uniform[1234][uif][v]()
uniformBlockBinding()
uniformMatrix[234]x[234]fv()
vertexAttribDivisor()
vertexAttribI4[u]i[v]()
vertexAttribIPointer()
waitSync()
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_color_buffer_half_float
EXT_disjoint_timer_query
EXT_frag_depth
EXT_sRGB
EXT_shader_texture_lod
EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_color_buffer_float
WEBGL_compressed_texture_atc
WEBGL_compressed_texture_etc1
WEBGL_compressed_texture_pvrtc
WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WebGLActiveInfo
WebGLBuffer
WebGLContextEvent
WebGLFramebuffer
WebGLObject
WebGLProgram
WebGLQuery
WebGLRenderbuffer
WebGLRenderingContext
WebGLSampler
WebGLShader
WebGLShaderPrecisionFormat
WebGLSync
WebGLTexture
WebGLTransformFeedback
WebGLUniformLocation
WebGLVertexArrayObject