I've skimmed through the specs and OpenGL forum but couldn't really make sense of this:
Are the *BaseVertex
version of the drawing commands supposed to add to the GLSL variable gl_VertexID
? As it works, gl_VertexID
contains the index taken from the the bound ELEMENT_ARRAY_BUFFER
before basevertex
is added to it.
So, my question is: Is this the correct behavior? I would assume that gl_VertexID
should contain the index used to fetch the vertex.