OpenGl 基本函数 glDrawArrays 详解

本文章是转载:下面的几张图一目了然,很不多。

https://www.cnblogs.com/lxb0478/p/6381677.html

glDrawArrays的功能:提供绘制功能,从数组数据中提取数据渲染基本图元。

 

定义

void glDrawArrays(  GLenum mode,    GLint first,    GLsizei count);  

 

参数

mode

    需要渲染的图元类型,包括 GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN ,GL_TRIANGLES。

  • GL_POINTS:把每一个顶点作为一个点进行处理,顶点n即定义了点n,共绘制N个点
  • GL_LINES:连接每两个顶点作为一个独立的线段,顶点2n-1和2n之间共定义了n条线段,总共绘制N/2条线段
  • GL_LINE_STRIP:绘制从第一个顶点到最后一个顶点依次相连的一组线段,第n和n+1个顶点定义了线段n,总共绘制n-1条线段
  • GL_LINE_LOOP:绘制从第一个顶点到最后一个顶点依次相连的一组线段,然后最后一个顶点和第一个顶点相连,第n和n+1个顶点定义了线段n,总共绘制n条线段
  • GL_TRIANGLES:把每三个顶点作为一个独立的三角形,顶点3n-2、3n-1和3n定义了第n个三角形,总共绘制N/3个三角形
  • GL_TRIANGLE_STRIP:绘制一组相连的三角形,对于奇数n,顶点n、n+1和n+2定义了第n个三角形;对于偶数n,顶点n+1、n和n+2定义了第n个三角形,总共绘制N-2个三角形
  • GL_TRIANGLE_FAN:绘制一组相连的三角形,三角形是由第一个顶点及其后给定的顶点确定,顶点1、n+1和n+2定义了第n个三角形,总共绘制N-2个三角形

OpenGl 基本函数 glDrawArrays 详解_第1张图片

OpenGl 基本函数 glDrawArrays 详解_第2张图片

 

first   

    从数组缓存中的哪一位开始绘制,一般为0.

count

    数组中顶点的数量.

 

功能

glDrawArrays specifies multiple geometric primitives with very few subroutine calls. It is possible to prespecify separate arrays of attributes 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.

To enable and disable a generic vertex attribute array, call glEnableVertexAttribArray and glDisableVertexAttribArray.

If an array corresponding to a generic attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current generic attribute state. Errors

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_FRAMEBUFFER_OPERATION is generated if the currently bound framebuffer is not framebuffer complete (i.e. the return value from glCheckFramebufferStatus is not GL_FRAMEBUFFER_COMPLETE).

GL_INVALID_OPERATION is generated if recording the vertices of a primitive to the buffer objects being used for transform feedback purposes would result in either exceeding the limits of any buffer object’s size, or in exceeding the end position offset + size - 1, as set by glBindBufferRange.

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