glDrawElements — render primitives from array data
|const GLvoid * indices|
Specifies what kind of primitives to render.
Specifies the number of elements to be rendered.
Specifies the type of the values in
indices. Must be one of
Specifies a pointer to the location where the indices are stored.
glDrawElements specifies multiple geometric primitives
with very few subroutine calls. Instead of calling a GL function
to pass each individual vertex, normal, texture coordinate, edge
flag, or color, you can prespecify
separate arrays of vertices, normals, and so on, and use them to
construct a sequence of primitives with a single
glDrawElements is called, it uses
count sequential elements from an
enabled array, starting at
indices to construct a sequence of
mode specifies what kind of primitives are
constructed and how the array elements construct these primitives. If
more than one array is enabled, each is used.
Vertex attributes that are modified by
glDrawElements have an
unspecified value after
glDrawElements returns. Attributes that aren't
modified maintain their previous values.
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 geometry shader is active and
is incompatible with the input primitive type of the geometry shader in the currently installed program object.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an
enabled array or the element array and the buffer object's data store is currently mapped.
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