glMultiDrawArrays — render multiple sets of primitives from array data
|const GLint * first,|
|const GLsizei * count,|
Specifies what kind of primitives to render.
Points to an array of starting indices in the enabled arrays.
Points to an array of the number of indices to be rendered.
Specifies the size of the first and count
glMultiDrawArrays specifies multiple sets of geometric primitives
with very few subroutine calls. Instead of calling a GL procedure
to pass each individual vertex, normal, texture coordinate, edge
flag, or color, you can prespecify
separate arrays of vertices, normals, and colors and use them to
construct a sequence of primitives with a single
glMultiDrawArrays behaves identically to glDrawArrays except that
separate ranges of elements are specified instead.
glMultiDrawArrays is called, it uses
count sequential elements from each
enabled array to construct a sequence of geometric primitives,
beginning with element
mode specifies what kind of
primitives are constructed, and how the array elements
construct those primitives.
Vertex attributes that are modified by
glMultiDrawArrays have an
unspecified value after
glMultiDrawArrays returns. Attributes that aren't
modified remain well defined.
are available only if the GL version is 3.2 or greater.
GL_INVALID_ENUM is generated if
mode is not an accepted value.
GL_INVALID_VALUE is generated if
drawcount is negative.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an
enabled array and the buffer object's data store is currently mapped.
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