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<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glGetUniformLocation - OpenGL ES 3.0 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.75.2" /></head><body><div class="refentry" title="glGetUniformLocation"><a id="glGetUniformLocation"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glGetUniformLocation — Returns the location of a uniform variable</p></div><div class="refsynopsisdiv" title="C Specification"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">GLint <b class="fsfunc">glGetUniformLocation</b>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>const GLchar *<var class="pdparam">name</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Parameters"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the program object to be
            queried.</p></dd><dt><span class="term"><em class="parameter"><code>name</code></em></span></dt><dd><p>Points to a null terminated string containing
            the name of the uniform variable whose location is
            to be queried.</p></dd></dl></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p><code class="function">glGetUniformLocation </code> returns an
    integer that represents the location of a specific uniform
    variable within a the default uniform block of a program object. 
	<em class="parameter"><code>name</code></em> must be a null terminated string 
	that contains no white space. <em class="parameter"><code>name</code></em> must 
	be an active uniform variable name in <em class="parameter"><code>program</code></em> 
	that is not a structure, an array of structures, or a subcomponent 
	of a vector or a matrix. This function returns -1 if 
	<em class="parameter"><code>name</code></em> does not correspond to an active uniform variable in
    <em class="parameter"><code>program</code></em> or if <em class="parameter"><code>name</code></em>
	is associated with a named uniform block.
	</p><p>Uniform variables that are structures or arrays of
    structures may be queried by calling
    <code class="function">glGetUniformLocation</code> for each field within
    the structure. The array element operator "[]" and the
    structure field operator "." may be used in
    <em class="parameter"><code>name</code></em> in order to select elements within
    an array or fields within a structure. The result of using these
    operators is not allowed to be another structure, an array of
    structures, or a subcomponent of a vector or a matrix. 
	The first element of a uniform array is identified using the name 
	of the uniform array appended with "[0]". If the last part 
	of the string name indicates a uniform array, then the location of the 
	first element of that array can be retrieved by either using the name of
	the array, or by using the name appended by "[0]".</p><p>
	Locations for sequential array indices are not required to be sequential. The
	location for "a[1]" may or may not be equal to the location for 
	"a[0]" + 1. Furthermore, since unused elements at the end of uniform 
	arrays may be trimmed the location of the i + 1 array element may not be valid 
	even if the location of the i element is valid. As a direct consequence, the
	value of the location of "a[0]" + 1 may refer to a different uniform 
	entirely. Applications that wish to set individual array elements should query 
	the locations of each element separately.
	</p><p>The actual locations assigned to uniform variables are not
    known until the program object is linked successfully. After
    linking has occurred, the command
    <code class="function">glGetUniformLocation</code> can be used to obtain
    the location of a uniform variable. This location value can then
    be passed to
    <a class="citerefentry" href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>
    to set the value of the uniform variable or to
    <a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
    in order to query the current value of the uniform variable.
    After a program object has been linked successfully, the index
    values for uniform variables remain fixed until the next link
    command occurs. Uniform variable locations and values can only
    be queried after a link if the link was successful.</p></div><div class="refsect1" title="Errors"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_VALUE</code> is generated if
    <em class="parameter"><code>program</code></em> is not a value generated by
    OpenGL.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
    <em class="parameter"><code>program</code></em> is not a program object.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
    <em class="parameter"><code>program</code></em> has not been successfully
    linked.</p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
    with arguments <em class="parameter"><code>program</code></em> and the index of
    an active uniform variable</p><p><a class="citerefentry" href="glGetProgramiv.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
    with arguments <em class="parameter"><code>program</code></em> and
    <code class="constant">GL_ACTIVE_UNIFORMS</code> or
    <code class="constant">GL_ACTIVE_UNIFORM_MAX_LENGTH</code></p><p><a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
    with arguments <em class="parameter"><code>program</code></em> and the name of a
    uniform variable</p><p><a class="citerefentry" href="glIsProgram.xml"><span class="citerefentry"><span class="refentrytitle">glIsProgram</span></span></a></p></div><div class="refsect1" title="See Also"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
    <a class="citerefentry" href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a></p></div><div class="refsect1" title="Copyright"><a id="Copyright"></a><h2>Copyright</h2><p>
            Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd. 
            This material may be distributed subject to the terms and conditions set forth in 
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p></div></div></body></html>
