09-16-2013
My general suggestion would be "don't do that"... Almost no language allows this, and it's still ugly in those which can. It's simple to organize your data in any linear structure so it's unnecessary, too.
The usual alternative for these is arrays, especially associative arrays or multidimensional arrays instead of variable variable names, not as well as. A[0,...] instead of A0[...] essentially.
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REQUIREMENT:-
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LEARN ABOUT CENTOS
glgenvertexarrays
GLGENVERTEXARRAYS(3G) OpenGL Manual GLGENVERTEXARRAYS(3G)
NAME
glGenVertexArrays - generate vertex array object names
C SPECIFICATION
void glGenVertexArrays(GLsizei n, GLuint *arrays);
PARAMETERS
n
Specifies the number of vertex array object names to generate.
arrays
Specifies an array in which the generated vertex array object names are stored.
DESCRIPTION
glGenVertexArrays returns n vertex array object names in arrays. There is no guarantee that the names form a contiguous set of integers;
however, it is guaranteed that none of the returned names was in use immediately before the call to glGenVertexArrays.
Vertex array object names returned by a call to glGenVertexArrays are not returned by subsequent calls, unless they are first deleted with
glDeleteVertexArrays().
The names returned in arrays are marked as used, for the purposes of glGenVertexArrays only, but they acquire state and type only when they
are first bound.
ERRORS
GL_INVALID_VALUE is generated if n is negative.
SEE ALSO
glBindVertexArray(), glDeleteVertexArrays()
COPYRIGHT
Copyright (C) 2010 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/.
AUTHORS
opengl.org
opengl.org 06/10/2014 GLGENVERTEXARRAYS(3G)