Instead of calling a GL function to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertexes, normals, and so on and use them to construct a sequence of primitives with a single call to glMultiDrawElementsEXT . When glMultiDrawElementsEXT is called, it uses count sequential elements from indices to construct a sequence of geometric primitives. GLenum mode specifies what kind of primitives are constructed and how the array elements construct these primitives. Vertex attributes that are modified by glMultiDrawElementsEXT have an unspecified value after glMultiDrawElementsEXT returns. Attributes that are not modified remain well defined.
Parameters mode Specifies what kind of primitives to render.
The glMultiDrawElementsEXT subroutine is included in display lists. 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. The glArrayElement subroutine, glColorPointer subroutine, glMultiDrawArraysEXT subroutine, glEdgeFlagPointer subroutine, glGetPointerv subroutine, glIndexPointer subroutine, glNormalPointer subroutine, glTexCoordPointer subroutine, glVertexPointer subroutine.