Defines a list of vertex arrays.
OpenGL C bindings library: libGL.a
void glVertexPointerListIBM( GLint size, GLenum type, GLint stride, const GLvoid **pointer, GLint ptrstride)
The glVertexPointerListIBM subroutine specifies the location and data format of a list of arrays of vertex components to use when rendering. The size parameter specifies the number of components per vertex, and must be 2, 3 or 4. The type parameter specifies the data type of each vertex component. The stride parameter gives the byte stride from one vertex 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 glInterleavedArrays). The ptrstride parameter specifies the byte stride from one pointer to the next in the pointer array.
When a vertex array is specified, size, type, stride, pointer and ptrstride are saved as client side state.
A stride value of 0 does not specify a "tightly packed" array as it does in glVertexPointer. Instead, it causes the first array element of each array to be used for each vertex. Also, a negative value can be used for stride, which allows the user to move through each array in reverse order.
To enable and disable the vertex arrays, call glEnableClientState and glDisableClientState with the argument GL_VERTEX_ARRAY. The vertex array is initially disabled. When enabled, the vertex arrays are used when glMultiDrawArraysEXT, glMultiDrawElementsEXT, glMultiModeDrawArraysIBM, glMultiModeDrawElementsIBM, glDrawArrays, glDrawElements or glArrayElement is called. The last three calls in this list will only use the first array (the one pointed at by pointer[0]). See the descriptions of these routines for more information on their use.
The glVertexPointerListIBM subroutine is available only if the GL_IBM_vertex_array_lists extension is supported.
Execution of glVertexPointerListIBM is not allowed between glBegin and the corresponding glEnd, but an error may or may not be generated. If an error is not generated, the operation is undefined.
The glVertexPointerListIBM subroutine is typically implemented on the client side.
Since the vertex array parameters are client side state, they are not saved or restored by glPushAttrib and glPopAttrib. Use glPushClientAttrib and glPopClientAttrib instead.
When a glVertexPointerListIBM call is encountered while compiling a display list, the information it contains does NOT contribute to the display list, but is used to update the immediate context instead.
The glVertexPointer call and the glVertexPointerListIBM call share the same state variables. A glVertexPointer call will reset the vertex list state to indicate that there is only one vertex list, so that any and all lists specified by a previous glVertexPointerListIBM call will be lost, not just the first list that it specified.
The glArrayElement subroutine, glVertexPointer subroutine, glDrawArrays subroutine, glDrawElements subroutine, glEdgeFlagPointer subroutine, glEnable subroutine, glGetPointerv subroutine, glIndexPointer subroutine, glInterleavedArrays subroutine, glMultiDrawArraysEXT subroutine, glMultiDrawElementsEXT subroutine, glMultiModeDrawArraysIBM subroutine, glMultiModeDrawElementsIBM subroutine, glNormalPointer subroutine, glPopClientAttrib subroutine, glPushClientAttrib subroutine, glTexCoordPointer subroutine, glVertexPointer subroutine.