Comments (2)
I researched that while trying to understand the rendering issues on AMD Linux. No GL error was generated and nothing from debug_out. These docs seem to imply a buffer isn't required, but maybe those docs are out of date?
"If a buffer is bound to the GL_DRAW_INDIRECT_BUFFER binding at the time of a call to
glMultiDrawArraysIndirect, indirect is interpreted as an offset, in basic machine units, into that buffer and the parameter data is read from the buffer rather than from client memory."
https://www.opengl.org/sdk/docs/man4/html/glMultiDrawArraysIndirect.xhtml
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We've looked into it and found the bug. It should work, at least in a compatibility profile. When the indirect data is in client memory and the vertex shader also uses gl_DrawID, and there's a large number of draws, we can sometimes overflow our command buffer. This is what's happening and we've fixed it.
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