Graphics Reference
In-Depth Information
to the OpenGL ES engine. To render using an instanced draw call, use the
following commands:
void glDrawArraysInstanced (GLenum mode, GLint first,
GLsizei count, GLsizei instanceCount )
void glDrawElementsInstanced (GLenum mode, GLsizei count,
GLenum type, const GLvoid *indices,
GLsizei instanceCount )
mode specifies the primitive to render; valid values are
GL_POINTS
GL_LINES
GL_LINE_STRIP
GL_LINE_LOOP
GL_TRIANGLES
GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN
first specifies the starting vertex index in the enabled vertex arrays
( glDrawArraysInstanced only)
count specifies the number of indices to be drawn
type specifies the type of element indices stored in indices
( glDrawElementsInstanced only);
valid values are
GL_UNSIGNED_BYTE
GL_UNSIGNED_SHORT
GL_UNSIGNED_INT
indices specifies a pointer to the location where element indices are stored
( glDrawElementsInstanced only)
instanceCount specifies the number of instances of the primitive to be
drawn
Two methods may be used to access per-instance data. The first method is
to instruct OpenGL ES to read vertex attributes once or multiple times per
instance using the following command:
void glVertexAttribDivisor (GLuint index, GLuint divisor )
index specifies the index of the generic vertex attribute
divisor specifies the number of instances that will pass between
updates of the generic attribute at slot index
 
 
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