📄 drawarrays.html
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<STRONG>NAME</STRONG>
<STRONG>glDrawArrays</STRONG> - render primitives from array data
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glDrawArrays</STRONG>( GLenum <EM>mode</EM>,
GLint <EM>first</EM>,
GLsizei <EM>count</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>mode</EM> Specifies what kind of primitives to render.
Symbolic constants <STRONG>GL_POINTS</STRONG>, <STRONG>GL_LINE_STRIP</STRONG>,
<STRONG>GL_LINE_LOOP</STRONG>, <STRONG>GL_LINES</STRONG>, <STRONG>GL_TRIANGLE_STRIP</STRONG>,
<STRONG>GL_TRIANGLE_FAN</STRONG>, <STRONG>GL_TRIANGLES</STRONG>, <STRONG>GL_QUAD_STRIP</STRONG>,
<STRONG>GL_QUADS</STRONG>, and <STRONG>GL_POLYGON</STRONG> are accepted.
<EM>first</EM> Specifies the starting index in the enabled arrays.
<EM>count</EM> Specifies the number of indices to be rendered.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glDrawArrays</STRONG> 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
vertexes, normals, and colors and use them to construct a
sequence of primitives with a single call to <STRONG>glDrawArrays</STRONG>.
When <STRONG>glDrawArrays</STRONG> is called, it uses <EM>count</EM> sequential
elements from each enabled array to construct a sequence of
geometric primitives, beginning with element <EM>first</EM>. <EM>mode</EM>
specifies what kind of primitives are constructed, and how
the array elements construct those primitives. If
<STRONG>GL_VERTEX_ARRAY</STRONG> is not enabled, no geometric primitives are
generated.
Vertex attributes that are modified by <STRONG>glDrawArrays</STRONG> have an
unspecified value after <STRONG>glDrawArrays</STRONG> returns. For example,
if <STRONG>GL_COLOR_ARRAY</STRONG> is enabled, the value of the current color
is undefined after <STRONG>glDrawArrays</STRONG> executes. Attributes that
aren't modified remain well defined.
<STRONG>NOTES</STRONG>
<STRONG>glDrawArrays</STRONG> is available only if the GL version is 1.1 or
greater.
<STRONG>glDrawArrays</STRONG> is included in display lists. If <STRONG>glDrawArrays</STRONG>
is entered into a display list, the necessary array data
(determined by the array pointers and enables) is also
entered into the display list. Because the array pointers
and enables are client-side state, their values affect
display lists when the lists are created, not when the lists
are executed.
<STRONG>ERRORS</STRONG>
<STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted
value.
<STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>count</EM> is negative.
<STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glDrawArrays</STRONG> is
executed between the execution of <STRONG>glBegin</STRONG> and the
corresponding <STRONG>glEnd</STRONG>.
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawElements</STRONG>,
<STRONG>glEdgeFlagPointer</STRONG>,
<STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>, <STRONG>glInterleavedArrays</STRONG>,
<STRONG>glNormalPointer</STRONG>,
<STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG>
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