I looked at the specifications and the OpenGL forum, but couldn't figure it out:
Are the versions of the drawing commands *BaseVertex
to add *BaseVertex
to the GLSL gl_VertexID
? Since it works, gl_VertexID
contains an index taken from the ELEMENT_ARRAY_BUFFER
border before basevertex
is added to it.
So my question is: is this the right behavior? I would suggest that gl_VertexID
should contain the index used to extract the vertex.
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