glDrawElementsInstanced — draw multiple instances of a set of elements
|const void * indices,|
Specifies what kind of primitives to render.
Specifies the number of elements to be rendered.
Specifies the type of the values in
indices. Must be one of
Specifies a byte offset (cast to a pointer type) into the buffer bound to
to start reading indices from. If no buffer is bound, specifies a pointer to the location where the indices are stored.
Specifies the number of instances of the specified range of indices to be rendered.
glDrawElementsInstanced behaves identically to glDrawElements
primcount instances of the set of elements are executed. Those attributes
that have divisor N where N is other than zero
(as specified by glVertexAttribDivisor)
advance once every N instances. Thus, the element transferred from instanced
vertex attributes is given by:
The value of
instance may be read by a vertex shader as
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.
GL_INVALID_ENUM is generated if
mode is not one of
GL_INVALID_VALUE is generated if
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.
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_INVALID_OPERATION is generated if transform feedback is active and not paused.
|OpenGL ES API Version|
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