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<refentry id="glDrawElements">
<refmeta>
<refentrytitle>glDrawElements</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glDrawElements</refname>
<refpurpose>render primitives from array data</refpurpose>
</refnamediv>
<refsynopsisdiv>
<title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>void <function>glDrawElements</function></funcdef>
<paramdef>GLenum <parameter>mode</parameter></paramdef>
<paramdef>GLsizei <parameter>count</parameter></paramdef>
<paramdef>GLenum <parameter>type</parameter></paramdef>
<paramdef>const GLvoid * <parameter>indices</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1>
<title>Parameters</title>
<variablelist>
<varlistentry>
<term>
<parameter>mode</parameter>
</term>
<listitem>
<para>Specifies what kind of primitives to render.
Symbolic constants
<constant>GL_POINTS</constant>,
<constant>GL_LINE_STRIP</constant>,
<constant>GL_LINE_LOOP</constant>,
<constant>GL_LINES</constant>,
<constant>GL_TRIANGLE_STRIP</constant>,
<constant>GL_TRIANGLE_FAN</constant>, and
<constant>GL_TRIANGLES</constant> are accepted.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<parameter>count</parameter>
</term>
<listitem>
<para>Specifies the number of elements to be rendered.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<parameter>type</parameter>
</term>
<listitem>
<para>Specifies the type of the values in
<parameter>indices</parameter>. Must be either
<constant>GL_UNSIGNED_BYTE</constant> or
<constant>GL_UNSIGNED_SHORT</constant>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<parameter>indices</parameter>
</term>
<listitem>
<para>Specifies a pointer to the location where the
indices are stored.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1>
<title>Description</title>
<para>
<function>glDrawElements</function>
specifies multiple geometric primitives with very few
subroutine calls. You can prespecify separate arrays of
vertices, normals, colors, and texture coordinates and use them
to construct a sequence of primitives with a single call to
<function>glDrawElements</function>.</para>
<para>When <function>glDrawElements</function> is called, it uses
<parameter>count</parameter> sequential indices from
<parameter>indices</parameter>
to lookup elements in enabled arrays to construct a sequence of
geometric primitives.
<parameter>mode</parameter>
specifies what kind of primitives are constructed, and how the
array elements construct these primitives. If
<constant>GL_VERTEX_ARRAY</constant>
is not enabled, no geometric primitives are constructed.</para>
<para>Vertex attributes that are modified by
<function>glDrawElements</function> have an unspecified value after
<function>glDrawElements</function>
returns. For example, if <constant>GL_COLOR_ARRAY</constant>
is enabled, the value of the current color is undefined after
<function>glDrawElements</function>
executes. Attributes that aren't modified maintain their
previous values.</para>
</refsect1>
<refsect1>
<title>Errors</title>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>mode</parameter> is not an accepted value.</para>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>type</parameter> is not an accepted value.</para>
<para><constant>GL_INVALID_VALUE</constant> is generated if
<parameter>count</parameter> is negative.</para>
</refsect1>
<refsect1>
<title>See Also</title>
<para>
<citerefentry><refentrytitle>glClientActiveTexture</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glColorPointer</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glDrawArrays</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glNormalPointer</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glTexCoordPointer</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glVertexPointer</refentrytitle></citerefentry> </para> </refsect1>
</refentry>