# glDrawArraysInstancedBaseInstance

draw multiple instances of a range of elements with offset applied to instanced attributes

## Signature

glDrawArraysInstancedBaseInstance( GLenum ( mode ) , GLint ( first ) , GLsizei ( count ) , GLsizei ( primcount ) , GLuint ( baseinstance ) )-> void
glDrawArraysInstancedBaseInstance( mode , )

## Parameters

VariablesDescription
mode
Specifies what kind of primitives to render. Symbolic constants GL_POINTS , GL_LINE_STRIP , GL_LINE_LOOP , GL_LINES , GL_TRIANGLE_STRIP , GL_TRIANGLE_FAN , GL_TRIANGLES GL_LINES_ADJACENCY , GL_LINE_STRIP_ADJACENCY , GL_TRIANGLES_ADJACENCY , GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.
first
Specifies the starting index in the enabled arrays.
count
Specifies the number of indices to be rendered.
primcount
Specifies the number of instances of the specified range of indices to be rendered.
baseinstance
Specifies the base instance for use in fetching instanced vertex attributes.

## Description

glDrawArraysInstancedBaseInstance behaves identically to glDrawArrays except that primcount instances of the range of elements are executed and the value of the internal counter instanceID advances for each iteration. instanceID is an internal 32-bit integer counter that may be read by a vertex shader as gl_InstanceID .
glDrawArraysInstancedBaseInstance has the same effect as:
if ( mode or count is invalid ) generate appropriate error else { for (int i = 0; i < primcount ; i++) { instanceID = i; glDrawArrays(mode, first, count); } instanceID = 0; }
Specific vertex attributes may be classified as instanced through the use of glVertexAttribDivisor . Instanced vertex attributes supply per-instance vertex data to the vertex shader. The index of the vertex fetched from the enabled instanced vertex attribute arrays is calculated as: $\frac{\mathrm{gl}_\mathrm{InstanceID}}{\mathrm{divisor}}\mathrm{baseInstance}$ . Note that baseinstance does not affect the shader-visible value of gl_InstanceID .

## Errors

GL_INVALID_ENUM is generated if mode is not one of the accepted values.
GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.
GL_INVALID_VALUE is generated if count or primcount are 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.