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Can a multidimensional array be declared in opengl?


Asked by Jordyn Brewer on Dec 08, 2021 FAQ



First and foremost is that arrays cannot be multidimensional (unless OpenGL 4.3 or ARB_arrays_of_arrays is available, as shown below ). Arrays usually must be declared with a size which must be initialized with a Constant Expression.
Accordingly,
With a few exceptions, arrays can be used for variables of all Storage Qualifier types: inputs, outputs, uniforms, constants, etc. Outputs from the Fragment Shader cannot be arrayed at all. The length of an array variable can be computed with the .length () function.
Next, Given the presence of this feature, arrays can be declared multidimensionally in GLSL: uniform vec3 multidim ; multidim is an array of 5 elements, where each element is an array of 2 vec3 elements. So multidim.length () is 5, while multidim.length () is 2.
In this manner,
Double-precision attributes are only available in OpenGL 4.1 or ARB_vertex_attrib_64bit . The general type of attribute used in the vertex shader must match the general type provided by the attribute array. This is governed by which glVertexAttribPointer function you use.
Also,
The OpenGL Shading Language defines a number of data types. It also defines the means by which users can define types. Basic types in GLSL are the most fundamental types. Non-basic types are aggregates of these fundamental types.