In OpenGL ES 3.0, the vertex array is a simplest mean to draw the objects in the 3D space. The objects are drawn with the help of vertices, which are arranged in a specific order guided by the rendering primitives. The rendering primitives represent how an individual or a set of vertices can assemble to draw a geometry. For example, four vertices can be represented by a point, line, or triangle, as shown here:
The vertex array is the way in which the geometric data, such as vertex coordinates, normal coordinates, color information, and texture coordinates, are specified in the form of arrays. In this recipe, you will learn to program a vertex array in the GLPI framework. In addition to this, we will also demonstrate various available rendering primitives in OpenGL ES 3.0.