render multiple sets of primitives from array data
glMultiDrawArrays( GLenum ( mode ) , const GLint * ( first ) , const GLsizei * ( count ) , GLsizei ( primcount ) )-> void
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 .
glMultiDrawArrays behaves identically to glDrawArrays except that primcount 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.
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.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_VALUE is generated if primcount 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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