glMultiDrawArrays - render multiple sets of primitives from array data
void glMultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);
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 drawcount 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.
Vertex attributes that are modified by glMultiDrawArrays have an unspecified value after glMultiDrawArrays returns. Attributes that aren't modified remain well defined.
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 drawcount 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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