glDrawArrays — render primitives from array data
Specifies what kind of primitives to render.
Specifies the starting index in the enabled arrays.
Specifies the number of indices to be rendered.
glDrawArrays specifies multiple 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
glDrawArrays 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
glDrawArrays have an
unspecified value after
glDrawArrays 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
count 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.
GL_INVALID_OPERATION is generated if a geometry shader is active and
is incompatible with the input primitive type of the geometry shader in the currently installed program object.
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