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_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.
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.
If the current program object, as set by glUseProgram, is invalid, rendering results are undefined. However, no error is generated for this case.
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
).
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);
nehe.gamedev.net - iOS Lesson 02 - First Triangle
open.gl - Depth and Stencil Buffers
open.gl - Geometry Shaders
open.gl - The Graphics Pipeline
open.gl - Transform Feedback
opengl-tutorial.org - Tutorial 2 : The first triangle
opengl-tutorial.org - Tutorial 4 : A Colored Cube
glCheckFramebufferStatus, glDisableVertexAttribArray, glDrawElements, glEnableVertexAttribArray, glUseProgram, glVertexAttribPointer
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