GLMULTIDRAWARRAYS(3G)

πŸ’– GLMULTIDRAWARRAYS πŸ’–

okay bestie, welcome to the GLMULTIDRAWARRAYS(3G) manual page β€” manual name 3G, header's got a little [FIXME: manual] placeholder, and we are keeping every fact exactly where it belongs. no cap. ✨

✨ NAME ✨

glMultiDrawArrays β€” render multiple sets of primitives from array data. periodt. πŸ’…

πŸŽ€ C SPECIFICATION πŸŽ€

void glMultiDrawArrays(GLenum mode, const GLint * first,
                       const GLsizei * count, GLsizei drawcount);

πŸ¦‹ PARAMETERS πŸ¦‹

  • mode β€” specifies what kind of primitives to render. The 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, GL_TRIANGLES_ADJACENCY and GL_PATCHES are accepted. 🫢
  • first β€” points to an array of starting indices in the enabled arrays.
  • count β€” points to an array of the number of indices to be rendered.
  • drawcount β€” specifies the size of the first and count β€” yes, that's literally the original phrasing, and we're keeping it. 😭

🌸 DESCRIPTION 🌸

glMultiDrawArrays specifies multiple sets of geometric primitives with very few subroutine calls. iconic behavior. 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.

glMultiDrawArrays behaves identically to glDrawArrays() except that drawcount separate ranges of elements are specified instead.

When glMultiDrawArrays 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.

⚠️ caveat time, bestie: vertex attributes that are modified by glMultiDrawArrays have an unspecified value after glMultiDrawArrays returns. Attributes that aren't modified remain well defined. the more you know. πŸ¦‹

🧚 NOTES 🧚

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. iykyk. ✨

πŸ’€ ERRORS πŸ’€

  • 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.

πŸ‘‘ VERSION SUPPORT πŸ‘‘

Function / Feature Name: glMultiDrawArrays

OpenGL Version: all of these are a big fat βœ” πŸ‘‘

  • 2.0 β€” βœ”
  • 2.1 β€” βœ”
  • 3.0 β€” βœ”
  • 3.1 β€” βœ”
  • 3.2 β€” βœ”
  • 3.3 β€” βœ”
  • 4.0 β€” βœ”
  • 4.1 β€” βœ”
  • 4.2 β€” βœ”
  • 4.3 β€” βœ”
  • 4.4 β€” βœ”
  • 4.5 β€” βœ”

🌈 SEE ALSO 🌈

  • glDrawElements()
  • glDrawRangeElements()

Copyright Β© 1991-2006 Silicon Graphics, Inc. Copyright Β© 2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.

Copyright Β© 2010-2014 Khronos Group


okay that's the whole page, bestie 🫢 β€” cute little sign-off: [FIXME: source] Β· 08/09/2021 Β· GLMULTIDRAWARRAYS(3G). πŸ’–

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