.. py:class:: VertexArray Returned by :py:meth:`Context.vertex_array` A VertexArray object is an OpenGL object that stores all of the state needed to supply vertex data. It stores the format of the vertex data as well as the Buffer objects providing the vertex data arrays. In ModernGL, the VertexArray object also stores a reference for a :py:class:`Program` object. Compared to OpenGL, :py:class:`VertexArray` also stores a :py:class:`Program` object.
.. py:method:: VertexArray.render(mode: int | None = None, vertices: int = -1, first: int = 0, instances: int = -1) -> None The render primitive (mode) must be the same as the input primitive of the GeometryShader. :param int mode: By default :py:data:`TRIANGLES` will be used. :param int vertices: The number of vertices to transform. :param int first: The index of the first vertex to start with. :param int instances: The number of instances.
.. py:method:: VertexArray.render_indirect(buffer: Buffer, mode: int | None = None, count: int = -1, first: int = 0) -> None The render primitive (mode) must be the same as the input primitive of the GeometryShader. The draw commands are 5 integers: (count, instanceCount, firstIndex, baseVertex, baseInstance). :param Buffer buffer: Indirect drawing commands. :param int mode: By default :py:data:`TRIANGLES` will be used. :param int count: The number of draws. :param int first: The index of the first indirect draw command.
.. py:method:: VertexArray.transform(buffer: Buffer | List[Buffer], mode: int | None = None, vertices: int = -1, first: int = 0, instances: int = -1, buffer_offset: int = 0) -> None Transform vertices. Stores the output in a single buffer. The transform primitive (mode) must be the same as the input primitive of the GeometryShader. :param Buffer buffer: The buffer to store the output. :param int mode: By default :py:data:`POINTS` will be used. :param int vertices: The number of vertices to transform. :param int first: The index of the first vertex to start with. :param int instances: The number of instances. :param int buffer_offset: Byte offset for the output buffer
.. py:method:: VertexArray.bind(attribute: int, cls: str, buffer: Buffer, fmt: str, offset: int = 0, stride: int = 0, divisor: int = 0, normalize: bool = False) Bind individual attributes to buffers. :param int location: The attribute location. :param str cls: The attribute class. Valid values are ``f``, ``i`` or ``d``. :param Buffer buffer: The buffer. :param str format: The buffer format. :param int offset: The offset. :param int stride: The stride. :param int divisor: The divisor. :param bool normalize: The normalize parameter, if applicable.
.. py:method:: VertexArray.release() -> None Release the ModernGL object.
.. py:attribute:: VertexArray.mode :type: int Get or set the default rendering mode. This value is used when ``mode`` is not passed in rendering calls. Examples:: vao.mode = moderngl.TRIANGLE_STRIPS
.. py:attribute:: VertexArray.program :type: Program The program assigned to the VertexArray. The program used when rendering or transforming primitives.
.. py:attribute:: VertexArray.index_buffer :type: Buffer The index buffer if the index_buffer is set, otherwise ``None``.
.. py:attribute:: VertexArray.index_element_size :type: int The byte size of each element in the index buffer.
.. py:attribute:: VertexArray.scope :type: Scope The scope to use while rendering.
.. py:attribute:: VertexArray.vertices :type: int The number of vertices detected. This is the minimum of the number of vertices possible per Buffer. The size of the index_buffer determines the number of vertices. Per instance vertex attributes does not affect this number.
.. py:attribute:: VertexArray.instances :type: int Get or set the number of instances to render.
.. py:attribute:: VertexArray.ctx :type: Context The context this object belongs to
.. py:attribute:: VertexArray.glo :type: int The internal OpenGL object. This values is provided for interoperability and debug purposes only.
.. py:attribute:: VertexArray.extra :type: Any User defined data.