The majority of this site draws everything with triangles. This is arguably the normal thing that 99% of WebGL programs do. But, for the sake of completeness let's go over a few other cases.
As mentioned in the first article
WebGL draws points, lines, and triangles. It does this
when we call gl.drawArrays
or gl.drawElements
.
We provide a vertex shader what outputs clip space
coordinates and then, based on the first argument
to gl.drawArrays
or gl.drawElements
WebGL will
draw points, lines, or triangles.
The valid values for the first argument to gl.drawArrays
and gl.drawElements
are
POINTS
For each clip space vertex output by the vertex shader draw a square
centered over that point. The size of the square is
specified by setting a special variable gl_PointSize
inside the vertex shader to the size we want for this square in pixels.
Note: The maximum (and minimum) size that square can be is implementation dependent which you can query with
const [minSize, maxSize] = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
Also see another issue here.
LINES
For each 2 clip space vertices output by the vertex shader draw a line connecting the 2 points. If we had points A,B,C,D,E,F then we'd get 3 lines.
The spec says we can set the thickness of this line
by calling gl.lineWidth
and specifying a width in pixels.
In reality though the maximum
width is implementation dependent and for the majority
of implementations the maximum width is 1.
const [minSize, maxSize] = gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE);
This is mostly because values > 1 have been deprecated in core Desktop OpenGL.
LINE_STRIP
For each clip space vertex output by the vertex shader draw a line from the previous point output by the vertex shader.
So, if you output clip space vertices A,B,C,D,E,F you'll get 5 lines.
LINE_LOOP
This is the same as LINE_STRIP
example one more line
is drawn from the last point to the first point.
TRIANGLES
For every 3 clip space vertices output by the vertex shader draw a triangle from the 3 points. This is the most used mode.
TRIANGLE_STRIP
For each clip space vertex output by the vertex shader draw a triangle from the last 3 vertices. In other words If you output 6 points A,B,C,D,E,F then 4 triangles will be drawn. A,B,C then B,C,D then C,D,E then D,E,F
TRIANGLE_FAN
For each clip space vertex output by the vertex shader draw a triangle from the first vertex and the last 2 vertices. In other words if you output 6 points A,B,C,D,E,F then 4 triangles will be drawn. A,B,C then A,C,D then A,D,E and finally A,E,F
I'm sure some others will disagree but in my experience
TRIANGLE_FAN
and TRIANGLE_STRIP
are best avoided.
They fit only a few exceptional cases and the extra code
for handling those cases is not worth just doing everything
in triangles in the first place. In particular maybe you
have tools to build normals or generate texture coordinates
or do any other number of things with vertex data. By
sticking to just TRIANGLES
your functions will just work.
As soon as you start adding in TRIANGLE_FAN
and TRIANGLE_STRIP
you need more functions to handle more cases.
You're free to disagree and do whatever you want.
I'm just saying that's my experience and the experience of
a few AAA game devs I've asked.
Similarly LINE_LOOP
and LINE_STRIP
are not so useful
and have similar issues.
Like TRIANGLE_FAN
and TRIANGLE_STRIP
the situations
to use them are rare. For example you might think you
want to draw 4 connected lines each made from 4 points.
If you use LINE_STRIP
you'd need to make 4 calls to gl.drawArrays
and more calls to setup the attributes for each line where as if you
just use LINES
then you can insert all the points needed to draw
all 4 sets of lines with a single call to gl.drawArrays
. That will
be much much faster.
Further, LINES
can be great to use for debugging or simple
effects but given their 1 pixel width limit on most platforms
it's often the wrong solution. If you want to draw a grid for a graph or
show the outlines of polygons in a 3d modeling program using LINES
might be great but if you want to draw structured graphics like
SVG or Adobe Illustrator then it won't work and you have
to render your lines some other way, usually from triangles.