/// <summary>
            /// Draw the elements.
            /// </summary>
            /// <param name="ctx">
            /// The <see cref="GraphicsContext"/> used for drawing.
            /// </param>
            public override void Draw(GraphicsContext ctx)
            {
                CheckCurrentContext(ctx);

                ArrayBufferObjectBase.IArraySection arraySection = ArrayIndices.GetArraySection(0);
                Debug.Assert(arraySection != null);

                // Element array must be (re)bound
                ctx.Bind(ArrayIndices, true);

                // Enable restart primitive?
                if (ArrayIndices.RestartIndexEnabled)
                {
                    if (PrimitiveRestart.IsPrimitiveRestartSupported(ctx))
                    {
                        // Draw elements with primitive restart
                        PrimitiveRestart.EnablePrimitiveRestart(ctx, ArrayIndices.ElementsType);
                        DrawElements(ctx, arraySection.Pointer);
                        PrimitiveRestart.DisablePrimitiveRestart(ctx);
                    }
                    else
                    {
                        // Note: uses MultiDrawElements to emulate the primitive restart feature; PrimitiveRestartOffsets and
                        // PrimitiveRestartCounts are computed at element buffer creation time
                        Gl.MultiDrawElements(ElementsMode, ArrayIndices.PrimitiveRestartOffsets, ArrayIndices.ElementsType, ArrayIndices.PrimitiveRestartCounts, ArrayIndices.PrimitiveRestartOffsets.Length);
                    }
                }
                else
                {
                    uint count = (ElementCount == 0) ? ArrayIndices.ItemCount : ElementCount;
                    Debug.Assert(count - ElementOffset <= ArrayIndices.ItemCount, "element indices array out of bounds");

                    // Draw vertex arrays by indices
                    DrawElements(ctx, arraySection.Pointer);
                }
            }