Specifies the number of components per color. Must be 3 or 4. The initial value is 4.
Specifies the data type of each color component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, and GL_DOUBLE are accepted. The initial value is GL_FLOAT.
Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first component of the first color element in the array. The initial value is 0.
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glColorPointer
specifies the location and data format of an array of color components to use when rendering. size specifies the number of components per color, and must be 3 or 4. type specifies the data type of each color component, and stride specifies the byte stride from one color 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.)If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER target (see glBindBuffer) while a color array is specified, pointer is treated as a byte offset into the buffer object's data store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING) is saved as color vertex array client-side state (GL_COLOR_ARRAY_BUFFER_BINDING).
When a color array is specified, size, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the color array, call glEnableClientState and glDisableClientState with the argument GL_COLOR_ARRAY. If enabled, the color array is used when glDrawArrays, glMultiDrawArrays, glDrawElements, glMultiDrawElements, glDrawRangeElements, or glArrayElement is called.