GLAPI/glDeleteVertexArrays: Difference between revisions
m Renaming category: 'API Reference 4' to 'Core API Reference'. |
m Bot: Adding better formatting. |
||
(One intermediate revision by the same user not shown) | |||
Line 8: | Line 8: | ||
== Function Definition == | == Function Definition == | ||
void '''glDeleteVertexArrays'''(GLsizei | void '''glDeleteVertexArrays'''(GLsizei {{param|n}}, const GLuint *{{param|arrays}}); | ||
; n | ; n | ||
: Specifies the number of vertex array objects to be deleted. | : Specifies the number of vertex array objects to be deleted. | ||
; arrays | ; arrays | ||
: Specifies the address of an array containing the | : Specifies the address of an array containing the {{param|n}} names of the objects to be deleted. | ||
== Description == | == Description == | ||
'''glDeleteVertexArrays''' deletes | '''glDeleteVertexArrays''' deletes {{param|n}} vertex array objects whose names are stored in the array addressed by {{param|arrays}}. Once a vertex array object is deleted it has no contents and its name is again unused. If a vertex array object that is currently bound is deleted, the binding for that object reverts to zero and the default vertex array becomes current. Unused names in {{param|arrays}} are silently ignored, as is the value zero. | ||
== Errors == | == Errors == | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|n}} is negative. | ||
== See Also == | == See Also == | ||
{{apifunc|glGenVertexArrays}}, {{apifunc|glIsVertexArray}}, {{apifunc|glBindVertexArray}} | |||
== Copyright == | == Copyright == |
Latest revision as of 17:19, 29 April 2012
Core in version | 4.6 | |
---|---|---|
Core since version | 3.0 |
glDeleteVertexArrays: delete vertex array objects
Function Definition
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
- n
- Specifies the number of vertex array objects to be deleted.
- arrays
- Specifies the address of an array containing the n names of the objects to be deleted.
Description
glDeleteVertexArrays deletes n vertex array objects whose names are stored in the array addressed by arrays. Once a vertex array object is deleted it has no contents and its name is again unused. If a vertex array object that is currently bound is deleted, the binding for that object reverts to zero and the default vertex array becomes current. Unused names in arrays are silently ignored, as is the value zero.
Errors
GL_INVALID_VALUE is generated if n is negative.
See Also
glGenVertexArrays, glIsVertexArray, glBindVertexArray
Copyright
Copyright © 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.