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glDrawArrays

Name

glDrawArrays — render primitives from array data

C Specification

void glDrawArrays(GLenum mode,
GLint first,
GLsizei count);

Parameters

mode

Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, and GL_TRIANGLES are accepted.

first

Specifies the starting index in the enabled arrays.

count

Specifies the number of indices to be rendered.

Description

glDrawArrays specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL procedure to pass each individual vertex attribute, you can use glVertexAttribPointer to 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.

To enable and disable a generic vertex attribute array, call glEnableVertexAttribArray and glDisableVertexAttribArray.

Notes

If the current program object, as set by glUseProgram, is invalid, rendering results are undefined. However, no error is generated for this case.

Errors

GL_INVALID_ENUM is generated if mode is not an accepted value.

GL_INVALID_VALUE is generated if count is negative.

GL_INVALID_FRAMEBUFFER_OPERATION is generated if the currently bound framebuffer is not framebuffer complete (i.e. the return value from glCheckFramebufferStatus is not GL_FRAMEBUFFER_COMPLETE).

Examples

Render a vertex array (not loaded into OpenGL) using texture UV, color, and normal vertex attributes.
glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation.
glEnableVertexAttribArray(normal_attrib_index);
glEnableVertexAttribArray(color_attrib_index);
glEnableVertexAttribArray(position_attrib_index);

glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, 0, texcoords_data); // texcoords_data is a float*, 2 per vertex, representing UV coordinates.
glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, 0, normals_data); // normals_data is a float*, 3 per vertex, representing normal vectors.
glVertexAttribPointer(color_attrib_index, 3, GL_UNSIGNED_BYTE, true, sizeof(unsigned char)*3, colors_data); // colors_data is a unsigned char*, 3 per vertex, representing the color of each vertex.
glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, 0, vertex_data); // vertex_data is a float*, 3 per vertex, representing the position of each vertex

glDrawArrays(GL_TRIANGLES, 0, vertex_count); // vertex_count is an integer containing the number of indices to be rendered

glDisableVertexAttribArray(position_attrib_index);
glDisableVertexAttribArray(texcoord_attrib_index);
glDisableVertexAttribArray(normal_attrib_index);
glDisableVertexAttribArray(color_attrib_index);
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