glDrawArrays — render primitives from array data
void glDrawArrays( | GLenum mode, | 
| GLint first, | |
GLsizei count); | 
mode
                    Specifies what kind of primitives to render.
                    Symbolic constants
                    GL_POINTS,
                    GL_LINE_STRIP,
                    GL_LINE_LOOP,
                    GL_LINES,
                    GL_LINE_STRIP_ADJACENCY,
                    GL_LINES_ADJACENCY,
                    GL_TRIANGLE_STRIP,
                    GL_TRIANGLE_FAN,
                    GL_TRIANGLES,
                    GL_TRIANGLE_STRIP_ADJACENCY,
                    GL_TRIANGLES_ADJACENCY and GL_PATCHES
                    are accepted.
                
firstSpecifies the starting index in the enabled arrays.
countSpecifies 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
            call to glDrawArrays.
        
            When glDrawArrays is called, it uses count sequential elements from each
            enabled array to construct a sequence of geometric primitives,
            beginning with element first. 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.
        
            GL_LINE_STRIP_ADJACENCY,
            GL_LINES_ADJACENCY,
            GL_TRIANGLE_STRIP_ADJACENCY and
            GL_TRIANGLES_ADJACENCY
            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 mode
            is incompatible with the input primitive type of the geometry shader in the currently installed program object.
        
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