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><head><title>glDrawArrays</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glDepthRange.3G.xml" title="glDepthRange"/><link rel="next" href="glDrawBuffer.3G.xml" title="glDrawBuffer"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glDrawArrays</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glDepthRange.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glDrawBuffer.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glDrawArrays.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glDrawArrays.3G-name"/><h2>Name</h2><p>glDrawArrays &#8212; render primitives from array data</p></div><div class="refsynopsisdiv"><a name="glDrawArrays.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glDrawArrays</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>mode</tt></i>, GLint <i><tt>first</tt></i>, GLsizei <i><tt>count</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glDrawArrays.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glDrawArrays</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>mode</tt></i>, <i><tt>first</tt></i>, <i><tt>count</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glDrawArrays.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>mode</tt></i></span></dt><dd>
						Specifies what kind of primitives to render. Symbolic constants <tt>GL_POINTS</tt>,
						<tt>GL_LINE_STRIP</tt>, <tt>GL_LINE_LOOP</tt>, <tt>GL_LINES</tt>,
						<tt>GL_TRIANGLE_STRIP</tt>, <tt>GL_TRIANGLE_FAN</tt>,
						<tt>GL_TRIANGLES</tt>, <tt>GL_QUAD_STRIP</tt>, <tt>GL_QUADS</tt>, and
						<tt>GL_POLYGON</tt> are accepted.
					</dd><dt><span class="term"><i><tt>first</tt></i></span></dt><dd>
						Specifies the starting index in the enabled arrays.
					</dd><dt><span class="term"><i><tt>count</tt></i></span></dt><dd>
						Specifies the number of indices to be rendered.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glDrawArrays.3G-description"/><h2>Description</h2><p>
			<tt>glDrawArrays</tt> 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 <tt>glDrawArrays</tt>.
		</p><p>
			When <tt>glDrawArrays</tt> is called, it uses <i><tt>count</tt></i> sequential elements from each
			enabled array to construct a sequence of geometric primitives, beginning with element <i><tt>first</tt></i>.
			<i><tt>mode</tt></i> specifies what kind of primitives are constructed, and how the array elements construct
			those primitives. If <tt>GL_VERTEX_ARRAY</tt> is not enabled, no geometric primitives are generated.
		</p><p>
			Vertex attributes that are modified by <tt>glDrawArrays</tt> have an unspecified value after
			<tt>glDrawArrays</tt> returns. For example, if <tt>GL_COLOR_ARRAY</tt> is enabled, the value of
			the current color is undefined after <tt>glDrawArrays</tt> executes. Attributes that aren't modified remain
			well defined.
		</p></div><div class="refsect1" lang="en"><a name="glDrawArrays.3G-notes"/><h2>Notes</h2><p>
			<tt>glDrawArrays</tt> is available only if the GL version is 1.1 or greater.
		</p><p>
			<tt>glDrawArrays</tt> is included in display lists. If <tt>glDrawArrays</tt> 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.
		</p></div><div class="refsect1" lang="en"><a name="glDrawArrays.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>mode</tt></i> is not an accepted value.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>count</tt></i> is negative.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glDrawArrays</tt> is executed between the
			execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glDrawArrays.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glArrayElement.3G.xml">glArrayElement</a>, <a href="glColorPointer.3G.xml">glColorPointer</a>, <a href="glDrawElements.3G.xml">glDrawElements</a>, <a href="glDrawRangeElements.3G.xml">glDrawRangeElements</a>, <a href="glEdgeFlagPointer.3G.xml">glEdgeFlagPointer</a>, <a href="glGetPointerv.3G.xml">glGetPointerv</a>, <a href="glIndexPointer.3G.xml">glIndexPointer</a>, <a href="glInterleavedArrays.3G.xml">glInterleavedArrays</a>, <a href="glNormalPointer.3G.xml">glNormalPointer</a>, <a href="glTexCoordPointer.3G.xml">glTexCoordPointer</a>, <a href="glVertexPointer.3G.xml">glVertexPointer</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glDepthRange.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glDrawBuffer.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glDepthRange </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glDrawBuffer</td></tr></table></div></body></html>
