## Name

glBindVertexBuffers — bind one or more named buffer objects to a sequence of consecutive vertex buffer binding points

## C Specification

`void glBindVertexBuffers(` | GLuint first,
| GLsizei count,
| const GLuint *buffers,
| const GLuintptr *offsets,
| const GLsizei *strides`)`;

## Parameters

`first`

  Specifies the first vertex buffer binding point to which a buffer object is to be bound.

`count`

  Specifies the number of buffers to bind.

`buffers`

  Specifies the address of an array of names of existing buffer objects.

`offsets`

  Specifies the address of an array of offsets to associate with the binding points.

`buffers`

  Specifies the address of an array of strides to associate with the binding points.

## Description

`glBindVertexBuffers` binds storage from an array of existing buffer objects to a specified number of consecutive vertex buffer binding points units. `count` specifies the number of buffer objects whose names are stored in the array `buffers`. That number of buffer object names is read from the array and their storage bound to the `count` consecutive vertex buffer binding points starting from `first`.

If the name zero appears in the `buffers` array, any existing binding to the vertex buffer binding point is reset, and the corresponding entries in `offsets` and `strides` is ignored. Any non-zero entry in `buffers` must be the name of an existing buffer object. When a non-zero entry in `buffers` is present, that buffer objects data store is bound to the corresponding vertex buffer binding point. If `buffers` is `NULL` then it is as if an appropriately sized array containing only zeros had been specified.

`offsets` and `strides` specify the addresses of two arrays containing, respectively, the offset of the first element and stride between elements in each buffer. If an entry in `buffers` is zero, then the content of the corresponding entry in each of `offsets` and `strides` is ignored.

`glBindVertexBuffers` is equivalent to the following pseudo code:

        for (i = 0; i < count; i++) {
            if (buffers == NULL) {
                glBindVertexBuffer(first + i, 0, 0, 16);
            } else {
                glBindVertexBuffer(first + i, buffers[i], offsets[i], strides[i]);
            }
        }

Each entry in `buffers` will be checked individually and if found to be invalid, the state for that vertex buffer binding point will not be changed and an error will be generated. However, the state for other binding points referenced by the command will still be updated.

## Notes

`glBindVertexBuffers` is available only if the GL version is 4.4 or higher.

## Errors

`GL_INVALID_OPERATION` is generated if `first` + `count` is greater than the value of `GL_MAX_VERTEX_ATTRIB_BINDINGS`.

`GL_INVALID_OPERATION` is generated if any value in `buffers` is not zero or the name of an existing buffer object.

`GL_INVALID_VALUE` is generated if any value in `offsets` or `strides` is negative, or if a value is `stride` is greater than the value of `GL_MAX_VERTEX_ATTRIB_STRIDE`.

## See Also

glGenBuffers, glBindBuffer, glDeleteBuffers glDeleteTextures

## Copyright

Copyright © 2013 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/.