glDrawElements — render primitives from array data
void glDrawElements( | GLenum mode, |
GLsizei count, | |
GLenum type, | |
const GLvoid * indices) ; |
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.
count
Specifies the number of elements to be rendered.
type
Specifies the type of the values in indices
. Must be one of GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, or GL_UNSIGNED_INT
.
indices
Specifies a byte offset (cast to a pointer type) into the buffer bound to GL_ELEMENT_ARRAY_BUFFER
to start reading indices from. If no buffer is bound, specifies a pointer to the location where the indices are stored.
glDrawElements
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 glDrawElements
.
When glDrawElements
is called, it uses count
sequential elements from an enabled array, starting at indices
to construct a sequence of geometric primitives. 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.
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 or the element 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 transform feedback is active and not paused.
glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_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(position_attrib_index, 3, GL_FLOAT, false, 0, vertex_data); // vertex_data is a float*, 3 per vertex, representing the position of each vertex // num_vertices is the number of verts in your vertex_data. // index_data is an array of unsigned int offsets into vertex_data. glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, index_data); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); // vertex_buffer is retrieved from glGenBuffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); // index_buffer is retrieved from glGenBuffers glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_attrib_index); glEnableVertexAttribArray(position_attrib_index); // vertex_stride is the size of bytes of each vertex in the buffer object // vertex_position_offset and kin are the offset in bytes of the position data // in each vertex. For example if your vertex structure is // [ position, texcoord, normal ] then position vertex_position_offset will // have offset 0, vertex_texcoord_offset is 12 (position is 3 * sizeof(float) // bytes large, and texcoord comes just after) and vertex_normal_offset is // 20 = 5 * sizeof(float). GLintptr vertex_texcoord_offset = 3 * sizeof(float); GLintptr vertex_normal_offset = 5 * sizeof(float); GLintptr vertex_position_offset = 0 * sizeof(float); glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_texcoord_offset); glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_normal_offset); glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_position_offset); // num_vertices is the number of verts in your vertex_data. // index_data is an array of unsigned int offsets into vertex_data. glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, NULL); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glDrawElements | ✔ | ✔ | ✔ |
glCheckFramebufferStatus, glDisableVertexAttribArray, glDrawArrays, glDrawArraysInstanced, 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/.