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S5      R                  SS5      R                  S	S5      rg)a  OpenGL extension ARB.draw_elements_base_vertex

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.draw_elements_base_vertex to provide a more 
Python-friendly API

Overview (from the spec)
        
        This extension provides a method to specify a "base vertex offset"
        value which is effectively added to every vertex index that is
        transferred through DrawElements.
        
        This mechanism can be used to decouple a set of indices from the
        actual vertex array that it is referencing. This is useful if an
        application stores multiple indexed models in a single vertex array.
        The same index array can be used to draw the model no matter where
        it ends up in a larger vertex array simply by changing the base
        vertex value. Without this functionality, it would be necessary to
        rebind all the vertex attributes every time geometry is switched and
        this can have larger performance penalty.
        
        For example consider the (very contrived and simple) example of
        drawing two triangles to form a quad. In the typical example you
        have the following setup:
        
              vertices                indices
             ----------                -----
          0 | (-1,  1) |            0 |  0  |
          1 | (-1, -1) |            1 |  1  |
          2 | ( 1, -1) |            2 |  2  |
          3 | ( 1,  1) |            3 |  3  |
             ----------             4 |  0  |
                                    5 |  2  |
                                       -----
        which is normally rendered with the call
        
           DrawElements(TRIANGLES, 6, UNSIGNED_BYTE, &indices).
        
        Now consider the case where the vertices you want to draw are not at
        the start of a vertex array but are instead located at offset 100
        into a larger array:
        
               vertices2             indices2
               ----------             -----
                  ....             0 | 100 |
          100 | (-1,  1) |         1 | 101 |
          101 | (-1, -1) |         2 | 102 |
          102 | ( 1, -1) |         3 | 103 |
          103 | ( 1,  1) |         4 | 100 |
                  ....             5 | 102 |
               ----------             -----
        
        The typical choices for rendering this are to rebind your vertex
        attributes with an additional offset of 100*stride, or to create an
        new array of indices (as indices2 in the example). However both
        rebinding vertex attributes and rebuilding index arrays can be quite
        costly activities.
        
        With the new drawing commands introduced by this extension you can
        instead draw using vertices2 and the new draw call:
        
           DrawElementsBaseVertex(TRIANGLES, 6, UNSIGNED_BYTE, &indices, 100)

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/draw_elements_base_vertex.txt
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