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This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.

The WebGL2RenderingContext.vertexAttribIPointer() method of the WebGL 2 API specifies integer data formats and locations of vertex attributes in a vertex attributes array.


void gl.vertexAttribIPointer(index, size, type, stride, offset);


A GLuint specifying the index of the vertex attribute that is to be modified.
A GLint specifying the number of components per vertex attribute. Must be 1, 2, 3, or 4.
A GLenum specifying the data type of each component in the array. Must be one of: gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.INT, or gl.UNSIGNED_INT.
A GLsizei specifying the offset in bytes between the beginning of consecutive vertex attributes.
A GLintptr specifying an offset in bytes of the first component in the vertex attribute array. Must be a multiple of type.

Return value



Linear Blend Skinning

//Describe the layout of the buffer:
//1. position
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 20, 0);
//2. bone weights, normalized to [0, 1]
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 20, 12);
//3. bone indices, interpreted as integer
gl.vertexAttribIPointer(2, 4, gl.UNSIGNED_BYTE, 20, 16);

//Connect to attributes from the vertex shader
gl.bindAttribLocation(shaderProgram, 0, "position");
gl.bindAttribLocation(shaderProgram, 1, "boneWeights");
gl.bindAttribLocation(shaderProgram, 2, "boneIndices");
<script id="shader-vs" type="x-shader/x-vertex">
#version 300 es

uniform mat4 mvMatrix;
uniform mat4 bones[120];

in vec3 position;
in vec4 boneWeights;
in uvec4 boneIndices;//read as 4-component unsigned integer

void main() {
    vec4 skinnedPosition =
        bones[boneIndices.s] * vec4(position, 1.0) * boneWeights.s +
        bones[boneIndices.t] * vec4(position, 1.0) * boneWeights.t +
        bones[boneIndices.p] * vec4(position, 1.0) * boneWeights.p +
        bones[boneIndices.q] * vec4(position, 1.0) * boneWeights.q;
    gl_Position = mvMatrix * skinnedPosition;


Specification Status Comment
WebGL 2.0
The definition of 'vertexAttribIPointer' in that specification.
Editor's Draft Initial definition for WebGL.
OpenGL ES 3.0
The definition of 'glVertexAttribPointer' in that specification.
Standard Man page of the (similar) OpenGL API.

Browser compatibility

Feature Chrome Edge Firefox Internet Explorer Opera Safari Servo
Basic Support56No support51.0No support43No supportNo support
Feature Android Chrome for Android Edge Mobile Firefox for Android IE Mobile Opera Mobile Safari Mobile
Basic SupportNo supportNo supportNo supportNo supportNo supportNo supportNo support

See also

Document Tags and Contributors

 Contributors to this page: Jedipedia, teoli, fscholz
 Last updated by: Jedipedia,