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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