When rendering, we may choose what data is used and how it is displayed. In this case, we'll start with vertex 0
, the first one, and display all of the elements in the array as TRIANGLES
.
The number of elements is given by the length of the array, and the type of each element is UNSIGNED_SHORT
because we converted the JavaScript array to a Uint16Array
.
Now, because the GPU knows the type and layout of the data, it can step down the rows, processing each in turn.