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Re: glMultiDrawElementsIndirect() system hangs

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I found the cause - it seems it doesn't like a zero count of elements in the indirect draw structs for some reason?  If I remove said null elements its all fine.  But that's a bit worrying if I want to eventually generate those draws on the GPU instead of CPU...

 

Also if I use:

 

glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, 0, 0, 0);

 

It draws something not _nothing_ but doesn't hang my system any more.

 

So I think that's a driver bug?


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