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_LINE_STRIP_ADJACENCY
, GL_LINES_ADJACENCY
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
, GL_TRIANGLES
, GL_TRIANGLE_STRIP_ADJACENCY
and GL_TRIANGLES_ADJACENCY
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, normal, texture coordinate, edge flag, or color, you can 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.
Vertex attributes that are modified by glDrawArrays
have an unspecified value after glDrawArrays
returns. Attributes that aren't modified remain well defined.
GL_LINE_STRIP_ADJACENCY
, GL_LINES_ADJACENCY
, GL_TRIANGLE_STRIP_ADJACENCY
and GL_TRIANGLES_ADJACENCY
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 non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped.
GL_INVALID_OPERATION
is generated if a geometry shader is active and mode
is incompatible with the input primitive type of the geometry shader in the currently installed program object.
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);
Songho - OpenGL Vertex Array
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
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