  | VertexAttributeSetDataT Method (T, Int32, Boolean) | 
 
             Sets up the attribute for use with client data.
             
 
    Namespace: 
   Ooogles
    Assembly:
   Ooogles (in Ooogles.dll) Version: 1.0.0.0 (1.0.0.0)
Syntaxpublic void SetData<T>(
	T[] data,
	int stride = 0,
	bool normalized = false
)
where T : struct, new()
Public Sub SetData(Of T As {Structure, New}) ( 
	data As T(),
	Optional stride As Integer = 0,
	Optional normalized As Boolean = false
)public:
generic<typename T>
where T : value class, gcnew()
void SetData(
	array<T>^ data, 
	int stride = 0, 
	bool normalized = false
)
member SetData : 
        data : 'T[] * 
        ?stride : int * 
        ?normalized : bool 
(* Defaults:
        let _stride = defaultArg stride 0
        let _normalized = defaultArg normalized false
*)
-> unit  when 'T : struct, new()
Parameters
- data
 - Type: T
client data array containing the vertices. - stride (Optional)
 - Type: SystemInt32
(optional) byte offset between consecutive vertex attributes. 
             If stride is 0 (the default), the generic vertex attributes are understood to be tightly packed in the array. - normalized (Optional)
 - Type: SystemBoolean
(optional) flag that specifies whether integer values will be normalized. 
             If set to True, integer values are be mapped to the range [-1,1] (for signed values) or [0,1] (for unsigned values) when they are accessed and converted to floating point.
             Otherwise (default), values will be converted to floats directly without normalization. 
Type Parameters
- T
 - The type of elements in the data array.
 
Exceptions| Exception | Condition | 
|---|
| GLException | InvalidValue if stride is negative. | 
Remarks
             When this attribute is part of a VBO, then you should use 
SetConfig(VertexAttributeDataType, Int32, Int32, Int32) instead
             (which is more efficient than using client data).
            
             
Type parameter {T} must be of an integral or floating-point type, or of type Vector2, Vector3 or Vector4.
The other overloaded versions (SetConfig(VertexAttributeDataType, Int32, Int32, Int32) and SetDataT(VertexAttributeDataType, Int32, T, Int32, Boolean)) are more efficient.
OpenGL API: glVertexAttribPointer
See Also