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.
Specifies the starting index in the enabled arrays.
Specifies the number of indices to be rendered.
render primitives from array data
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);
open.gl - Depth and Stencil Buffers
open.gl - The Graphics Pipeline
opengl-tutorial.org - Tutorial 2 : The first triangle
opengl-tutorial.org - Tutorial 4 : A Colored Cube
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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 toglDrawArrays
.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 afterglDrawArrays
returns. Attributes that aren't modified remain well defined.