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. It is possible to prespecify separate arrays of attributes 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 an array corresponding to a generic attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current generic attribute state.
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_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
).
GL_INVALID_OPERATION
is generated if recording the vertices of a primitive to the buffer objects being used for transform feedback purposes would result in either exceeding the limits of any buffer object’s size, or in exceeding the end position offset
+ size
- 1, as set by glBindBufferRange.
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
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glDrawArrays | ✔ | ✔ | ✔ |
glCheckFramebufferStatus, glDisableVertexAttribArray, glDrawArraysInstanced, glDrawElements, glDrawElementsInstanced, glDrawRangeElements, glEnableVertexAttribArray
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/.