###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_BindGPUVertexStorageTextures Binds storage textures for use on the vertex shader. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c void SDL_BindGPUVertexStorageTextures( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings); ``` ## Function Parameters | | | | | ----------------------------------------- | -------------------- | ------------------------------------------------------ | | [SDL_GPURenderPass](SDL_GPURenderPass) * | **render_pass** | a render pass handle. | | [Uint32](Uint32) | **first_slot** | the vertex storage texture slot to begin binding from. | | [SDL_GPUTexture](SDL_GPUTexture) *const * | **storage_textures** | an array of storage textures. | | [Uint32](Uint32) | **num_bindings** | the number of storage texture to bind from the array. | ## Remarks These textures must have been created with [SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ](SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ). ## Version This function is available since SDL 3.1.3. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)