Render multiple sets of primitives from array data.
||-||Specifies what kind of primitives to render. Symbolic constants |
||-||Points to an array of starting indices in the enabled arrays.|
||-||Points to an array of the number of indices to be rendered.|
||-||Specifies the size of the first and count|
glMultiDrawArrays specifies multiple sets of 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
glMultiDrawArrays behaves identically to glDrawArrays except that
drawcount separate ranges of elements are specified instead.
glMultiDrawArrays is called, it uses
count sequential elements from each enabled array to construct a sequence of geometric primitives, beginning with element
mode specifies what kind of primitives are constructed, and how the array elements construct those primitives.
Vertex attributes that are modified by
glMultiDrawArrays have an unspecified value after
glMultiDrawArrays returns. Attributes that aren't modified remain well defined.
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
drawcount 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.
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