We all know that the collective glDraw functions can fail for a large number of reasons. And while the new 4.3 spec does to a lot to explain clearly what errors are produced from what functions, the spec doesn’t do this for the myriad of drawing failure reasons.
So, as part of the Vertex Rendering wiki page (describing the myriad of glDraw functions), I have added a page that explains what all of these points of failure are. Or at least, all the ones I could think of at the time.
What I would like is for you to check over the list and add anything I might have missed.
Note that this is for rendering failure: GL_INVALID_OPERATION. It’s not for “rendering succeeded, but didn’t do what you wanted.” This is the difference between “rendering didn’t work” and “I didn’t see anything”.