_s_i_z_e Specifies the number of coordinates per array element. Must be
1, 2, 3 or 4. The initial value is 4.
_t_y_p_e Specifies the data type of each texture coordinate. Symbolic
constants GGGGLLLL____SSSSHHHHOOOORRRRTTTT, GGGGLLLL____IIIINNNNTTTT, GGGGLLLL____FFFFLLLLOOOOAAAATTTT, or GGGGLLLL____DDDDOOOOUUUUBBBBLLLLEEEE are accepted.
The initial value is GGGGLLLL____FFFFLLLLOOOOAAAATTTT.
_s_t_r_i_d_e Specifies the byte offset between consecutive array elements.
If _s_t_r_i_d_e is 0, the array elements are understood to be tightly
packed. The initial value is 0.
_p_o_i_n_t_e_r Specifies a pointer to the first coordinate of the first element
in the array. The initial value is 0.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
ffffggggllllTTTTeeeexxxxCCCCoooooooorrrrddddPPPPooooiiiinnnntttteeeerrrr specifies the location and data format of an array of
texture coordinates to use when rendering. _s_i_z_e specifies the number of
coordinates per element, and must be 1, 2, 3, or 4. _t_y_p_e specifies the
data type of each texture coordinate and _s_t_r_i_d_e specifies the byte stride
from one array element to the next allowing vertices 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
ffffggggllllIIIInnnntttteeeerrrrlllleeeeaaaavvvveeeeddddAAAArrrrrrrraaaayyyyssss.) When a texture coordinate array is specified,
_s_i_z_e, _t_y_p_e, _s_t_r_i_d_e, and _p_o_i_n_t_e_r are saved client-side state.
To enable and disable the texture coordinate array, call
ffffggggllllEEEEnnnnaaaabbbblllleeeeCCCClllliiiieeeennnnttttSSSSttttaaaatttteeee and ffffggggllllDDDDiiiissssaaaabbbblllleeeeCCCClllliiiieeeennnnttttSSSSttttaaaatttteeee with the argument
GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY. If enabled, the texture coordinate array is used
when ffffggggllllDDDDrrrraaaawwwwAAAArrrrrrrraaaayyyyssss, ffffggggllllDDDDrrrraaaawwwwEEEElllleeeemmmmeeeennnnttttssss, ffffggggllllDDDDrrrraaaawwwwRRRRaaaannnnggggeeeeEEEElllleeeemmmmeeeennnnttttssss or
ffffggggllllAAAArrrrrrrraaaayyyyEEEElllleeeemmmmeeeennnntttt is called.
Use ffffggggllllDDDDrrrraaaawwwwAAAArrrrrrrraaaayyyyssss to construct a sequence of primitives (all of the same
type) from prespecified vertex and vertex attribute arrays. Use
ffffggggllllAAAArrrrrrrraaaayyyyEEEElllleeeemmmmeeeennnntttt to specify primitives by indexing vertices and vertex
attributes and ffffggggllllDDDDrrrraaaawwwwEEEElllleeeemmmmeeeennnnttttssss to construct a sequence of primitives by
ffffggggllllTTTTeeeexxxxCCCCoooooooorrrrddddPPPPooooiiiinnnntttteeeerrrr is available only if the GL version is 1.1 or greater.
The texture coordinate array is initially disabled and it won't be
accessed when ffffggggllllAAAArrrrrrrraaaayyyyEEEElllleeeemmmmeeeennnntttt, ffffggggllllDDDDrrrraaaawwwwEEEElllleeeemmmmeeeennnnttttssss, ffffggggllllDDDDrrrraaaawwwwRRRRaaaannnnggggeeeeEEEElllleeeemmmmeeeennnnttttssss, or
ffffggggllllDDDDrrrraaaawwwwAAAArrrrrrrraaaayyyyssss is called.
Execution of ffffggggllllTTTTeeeexxxxCCCCoooooooorrrrddddPPPPooooiiiinnnntttteeeerrrr is not allowed between the execution of
ffffggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of ffffggggllllEEEEnnnndddd, but an error may or
may not be generated. If no error is generated, the operation is
undefined.
ffffggggllllTTTTeeeexxxxCCCCoooooooorrrrddddPPPPooooiiiinnnntttteeeerrrr is typically implemented on the client side with no
protocol.
The texture coordinate array parameters are client-side state and are
therefore not saved or restored by ffffggggllllPPPPuuuusssshhhhAAAAttttttttrrrriiiibbbb and ffffggggllllPPPPooooppppAAAAttttttttrrrriiiibbbb. Use
ffffggggllllPPPPuuuusssshhhhCCCClllliiiieeeennnnttttAAAAttttttttrrrriiiibbbb and ffffggggllllPPPPooooppppCCCClllliiiieeeennnnttttAAAAttttttttrrrriiiibbbb instead.
EEEERRRRRRRROOOORRRRSSSS
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____VVVVAAAALLLLUUUUEEEE is generated if _s_i_z_e is not 1, 2, 3, or 4.
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _t_y_p_e is not an accepted value.
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____VVVVAAAALLLLUUUUEEEE is generated if _s_t_r_i_d_e is negative.
ffffggggllllIIIIssssEEEEnnnnaaaabbbblllleeeedddd with argument GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY
ffffggggllllGGGGeeeetttt with argument GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY____SSSSIIIIZZZZEEEE
ffffggggllllGGGGeeeetttt with argument GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY____TTTTYYYYPPPPEEEE
ffffggggllllGGGGeeeettttPPPPooooiiiinnnntttteeeerrrrvvvv with argument GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY____PPPPOOOOIIIINNNNTTTTEEEERRRR
GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____CCCCOOOOOOOORRRRDDDD____AAAARRRRRRRRAAAAYYYY____EEEEXXXXTTTT, GGGGLLLL____EEEEDDDDGGGGEEEE____FFFFLLLLAAAAGGGG____AAAARRRRRRRRAAAAYYYY or GGGGLLLL____EEEEDDDDGGGGEEEE____FFFFLLLLAAAAGGGG____AAAARRRRRRRRAAAAYYYY____EEEEXXXXTTTT
between a call to ffffggggllllNNNNeeeewwwwLLLLiiiisssstttt and the corresponding call to ffffggggllllEEEEnnnnddddLLLLiiiisssstttt.
Instead, enable or disable before the call to ffffggggllllNNNNeeeewwwwLLLLiiiisssstttt.
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 EEEEXXXXTTTT____vvvveeeerrrrtttteeeexxxx____aaaarrrrrrrraaaayyyy 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