Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.
Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first coordinate of the first vertex in the array. The initial value is 0.
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glVertexPointer
specifies the location and data format of an array of vertex coordinates to use when rendering. size specifies the number of coordinates per vertex, and must be 2, 3, or 4. type specifies the data type of each coordinate, and stride specifies 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.)If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER target (see glBindBuffer) while a vertex 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 vertex array client-side state (GL_VERTEX_ARRAY_BUFFER_BINDING).
When a vertex 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 vertex array, call glEnableClientState and glDisableClientState with the argument GL_VERTEX_ARRAY. If enabled, the vertex array is used when glArrayElement, glDrawArrays, glMultiDrawArrays, glDrawElements, glMultiDrawElements, or glDrawRangeElements is called.