WebGLRenderingContext 方法 enableVertexAttribArray() , part of the WebGL API , turns on the generic vertex attribute array at the specified index into the list of attribute arrays.

You can disable the attribute array by calling disableVertexAttribArray() .

In WebGL, values that apply to a specific vertex are stored in attributes . These are only available to the JavaScript code and the vertex shader. Attributes are referenced by an index number into the list of attributes maintained by the GPU. Some vertex attribute indices may have predefined purposes, depending on the platform and/or the GPU. Others are assigned by the WebGL layer when you create the attributes.

Either way, since attributes cannot be used unless enabled, and are disabled by default, you need to call enableVertexAttribArray() to enable individual attributes so that they can be used. Once that's been done, other methods can be used to access the attribute, including vertexAttribPointer() , vertexAttrib*() ,和 getVertexAttrib() .

句法

void gl.enableVertexAttribArray(index);
					

参数

index
GLuint specifying the index number that uniquely identifies the vertex attribute to enable. If you know the name of the attribute but not its index, you can get the index by calling getAttribLocation() .

返回值

undefined .

错误

To check for errors after calling enableVertexAttribArray() ,调用 getError() .

WebGLRenderingContext.INVALID_VALUE
指定 index is invalid; that is, it's greater than or equal to the maximum number of entries permitted in the context's vertex attribute list, as indicated by the value of WebGLRenderingContext.MAX_VERTEX_ATTRIBS .

范例

This code — a snippet taken from the full example A basic 2D WebGL animation example — shows the use of enableVertexArray() to activate the attribute that will be used by the WebGL layer to pass individual vertexes from the vertex buffer into the vertex shader function.

gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
aVertexPosition =
    gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(aVertexPosition);
gl.vertexAttribPointer(aVertexPosition, vertexNumComponents,
      gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, vertexCount);
						
This code snippet is taken from the function animateScene() in "A basic 2D WebGL animation example." See that article for the full sample and to see the resulting animation in action.

This code sets the buffer of vertexes that will be used to draw the triangles of the shape by calling bindBuffer() . Then the vertex position attribute's index is obtained from the shader program by calling getAttribLocation() .

With the index of the vertex position attribute now available in aVertexPosition , we call enableVertexAttribArray() to enable the position attribute so it can be used by the shader program (in particular, by the vertex shader).

Then the vertex buffer is bound to the aVertexPosition attribute by calling vertexAttribPointer() . This step is not obvious, since this binding is almost a side effect. But as a result, accessing aVertexPosition now obtains data from the vertex buffer.

With the association in place between the vertex buffer for our shape and the aVertexPosition attribute used to deliver vertexes one by one into the vertex shader, we're ready to draw the shape by calling drawArrays() .

规范

规范 状态 注释
WebGL 1.0
The definition of 'enableVertexAttribArray' in that specification.
推荐 初始定义。
OpenGL ES 2.0
The definition of 'glEnableVertexAttribArray' in that specification.
标准 Man page of the OpenGL API.

浏览器兼容性

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enableVertexAttribArray Chrome 9 Edge 12 Firefox 4 IE 11 Opera 12 Safari 5.1 WebView Android Yes Chrome Android 25 Firefox Android Yes Opera Android 12 Safari iOS 8 Samsung Internet Android 1.5

图例

完整支持

完整支持

另请参阅

元数据

  • 最后修改:
  1. WebGL API
  2. WebGLRenderingContext
  3. 特性
    1. canvas
    2. drawingBufferHeight
    3. drawingBufferWidth
  4. 方法
    1. activeTexture()
    2. attachShader()
    3. bindAttribLocation()
    4. bindBuffer()
    5. bindFramebuffer()
    6. bindRenderbuffer()
    7. bindTexture()
    8. blendColor()
    9. blendEquation()
    10. blendEquationSeparate()
    11. blendFunc()
    12. blendFuncSeparate()
    13. bufferData()
    14. bufferSubData()
    15. checkFramebufferStatus()
    16. clear()
    17. clearColor()
    18. clearDepth()
    19. clearStencil()
    20. colorMask()
    21. commit()
    22. compileShader()
    23. compressedTexImage[23]D()
    24. compressedTexSubImage2D()
    25. copyTexImage2D()
    26. copyTexSubImage2D()
    27. createBuffer()
    28. createFramebuffer()
    29. createProgram()
    30. createRenderbuffer()
    31. createShader()
    32. createTexture()
    33. cullFace()
    34. deleteBuffer()
    35. deleteFramebuffer()
    36. deleteProgram()
    37. deleteRenderbuffer()
    38. deleteShader()
    39. deleteTexture()
    40. depthFunc()
    41. depthMask()
    42. depthRange()
    43. detachShader()
    44. disable()
    45. disableVertexAttribArray()
    46. drawArrays()
    47. drawElements()
    48. enable()
    49. enableVertexAttribArray()
    50. finish()
    51. flush()
    52. framebufferRenderbuffer()
    53. framebufferTexture2D()
    54. frontFace()
    55. generateMipmap()
    56. getActiveAttrib()
    57. getActiveUniform()
    58. getAttachedShaders()
    59. getAttribLocation()
    60. getBufferParameter()
    61. getContextAttributes()
    62. getError()
    63. getExtension()
    64. getFramebufferAttachmentParameter()
    65. getParameter()
    66. getProgramInfoLog()
    67. getProgramParameter()
    68. getRenderbufferParameter()
    69. getShaderInfoLog()
    70. getShaderParameter()
    71. getShaderPrecisionFormat()
    72. getShaderSource()
    73. getSupportedExtensions()
    74. getTexParameter()
    75. getUniform()
    76. getUniformLocation()
    77. getVertexAttrib()
    78. getVertexAttribOffset()
    79. hint()
    80. isBuffer()
    81. isContextLost()
    82. isEnabled()
    83. isFramebuffer()
    84. isProgram()
    85. isRenderbuffer()
    86. isShader()
    87. isTexture()
    88. lineWidth()
    89. linkProgram()
    90. pixelStorei()
    91. polygonOffset()
    92. readPixels()
    93. renderbufferStorage()
    94. sampleCoverage()
    95. scissor()
    96. shaderSource()
    97. stencilFunc()
    98. stencilFuncSeparate()
    99. stencilMask()
    100. stencilMaskSeparate()
    101. stencilOp()
    102. stencilOpSeparate()
    103. texImage2D()
    104. texParameter[fi]()
    105. texSubImage2D()
    106. uniform[1234][fi][v]()
    107. uniformMatrix[234]fv()
    108. useProgram()
    109. validateProgram()
    110. vertexAttrib[1234]f[v]()
    111. vertexAttribPointer()
    112. viewport()
  5. WebGL 相关页面
    1. ANGLE_instanced_arrays
    2. EXT_blend_minmax
    3. EXT_color_buffer_half_float
    4. EXT_disjoint_timer_query
    5. EXT_frag_depth
    6. EXT_sRGB
    7. EXT_shader_texture_lod
    8. EXT_texture_filter_anisotropic
    9. OES_element_index_uint
    10. OES_standard_derivatives
    11. OES_texture_float
    12. OES_texture_float_linear
    13. OES_texture_half_float
    14. OES_texture_half_float_linear
    15. OES_vertex_array_object
    16. WEBGL_color_buffer_float
    17. WEBGL_compressed_texture_atc
    18. WEBGL_compressed_texture_etc1
    19. WEBGL_compressed_texture_pvrtc
    20. WEBGL_compressed_texture_s3tc
    21. WEBGL_compressed_texture_s3tc_srgb
    22. WEBGL_debug_renderer_info
    23. WEBGL_debug_shaders
    24. WEBGL_depth_texture
    25. WEBGL_draw_buffers
    26. WEBGL_lose_context
    27. WebGL2RenderingContext
    28. WebGLActiveInfo
    29. WebGLBuffer
    30. WebGLContextEvent
    31. WebGLFramebuffer
    32. WebGLObject
    33. WebGLProgram
    34. WebGLQuery
    35. WebGLRenderbuffer
    36. WebGLSampler
    37. WebGLShader
    38. WebGLShaderPrecisionFormat
    39. WebGLSync
    40. WebGLTexture
    41. WebGLTransformFeedback
    42. WebGLUniformLocation
    43. WebGLVertexArrayObject