ALLEGRO_PRIM_ATTR - Allegro 5 API
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#include <allegro5/allegro_primitives.h>
typedef enum ALLEGRO_PRIM_ATTR
Enumerates the types of vertex attributes that a custom vertex may
have.
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- ALLEGRO_PRIM_POSITION - Position information, can be stored only in
ALLEGRO_PRIM_SHORT_2, ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_FLOAT_3.
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- ALLEGRO_PRIM_COLOR_ATTR - Color information, stored in an
ALLEGRO_COLOR(3alleg5). The storage field of ALLEGRO_VERTEX_ELEMENT is
ignored
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- ALLEGRO_PRIM_TEX_COORD - Texture coordinate information, can be stored
only in ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_SHORT_2. These coordinates
are normalized by the width and height of the texture, meaning that the
bottom-right corner has texture coordinates of (1, 1).
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- ALLEGRO_PRIM_TEX_COORD_PIXEL - Texture coordinate information, can be
stored only in ALLEGRO_PRIM_FLOAT_2 and ALLEGRO_PRIM_SHORT_2. These
coordinates are measured in pixels.
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- ALLEGRO_PRIM_USER_ATTR - A user specified attribute. You can use any
storage for this attribute. You may have at most
ALLEGRO_PRIM_MAX_USER_ATTR (currently 10) of these that you can specify by
adding an index to the value of ALLEGRO_PRIM_USER_ATTR, e.g. the
first user attribute is ALLEGRO_PRIM_USER_ATTR + 0, the
second is ALLEGRO_PRIM_USER_ATTR + 1 and so on.
To access these custom attributes from GLSL shaders you need to
declare attributes that follow this nomenclature: user_attr_# where # is the
index of the attribute.
To access these custom attributes from HLSL you need to declare a
parameter with the following semantics: TEXCOORD{# + 2} where
# is the index of the attribute. E.g. the first attribute can be accessed
via TEXCOORD2, second via TEXCOORD3 and so on.
Since: 5.1.6