Description

glEdgeFlagPointer specifies the location and data of an array of boolean edge flags to use when rendering. stride specifies the byte stride from one edge flag to the next allowing vertexes 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.)

When an edge flag array is specified, stride and pointer are saved as client-side state.

To enable and disable the edge flag array, call glEnableClientState and

glDisableClientState with the argument GL_EDGE_FLAG_ARRAY. If enabled, the edge flag array is used when glDrawArrays, glDrawElements, or glArrayElement is called.

Use glDrawArrays to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use glArrayElement to specify primitives by indexing vertexes and vertex attributes and glDrawElements to construct a sequence of primitives by indexing vertexes and vertex attributes.

Notes

glEdgeFlagPointer is available only if the GL version is 1.1 or greater.

The edge flag array is initially disabled and it won't be accessed when

glArrayElement, glDrawElements or glDrawArrays is called.

Execution of glEdgeFlagPointer is not allowed between the execution of glBegin and the corresponding execution of glEnd, but an error may or may not be generated. If no error is generated, the operation is undefined.

glEdgeFlagPointer is typically implemented on the client side.

Edge flag array parameters are client-side state and are therefore not saved or restored by glPushAttrib and glPopAttrib. Use glPushClientAttrib and

glPopClientAttrib instead.

Associated Gets

glIsEnabled with argument GL_EDGE_FLAG_ARRAY

glGet with argument GL_EDGE_FLAG_ARRAY_STRIDE

glGetPointerv with argument GL_EDGE_FLAG_ARRAY_POINTER