Gl_VertexID interrupts rendering

I have the following GLSL shader (loaded into the OpenGL 3.3 open context, but I get the same behavior in 2.1):

const GLchar* const glsl_vertex_timeseries = {
    "#version 330\n"
    "#extension GL_EXT_gpu_shader4 : enable\n"
    ""
    "in vec2 in_Y;"
    ""
    "void main()"
    "{"
//  "   int dummy = gl_VertexID;"
    "   gl_Position = vec4(in_Y, 0.0, 1.0);"
    "}"
};

It is very simplified to find the problem.

As shown, it compiles links and my geometries.

If the commented line is activated, it compiles and links without warning, but displays nothing ( glClearstill works, but not glDrawArrays).

What is necessary for work gl_VertexID?

The application is a 32-bit C ++ program running on a 64-bit version of Windows 7. The video card is ATI Mobility Radeon 5650, Catalyst 8.812

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1 answer

Miraculously, this does not happen with Catalyst 8.821.

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EDIT: , , , .

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Source: https://habr.com/ru/post/1795361/


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