Reputation: 357
When drawArrays is called with an offset, (the "first" argument being non zero), does the first gl_VertexID still start at 0, or does it start at the offset value?
Upvotes: 0
Views: 570
Reputation:
This appears to be a bug in ANGLE on Windows. Filed a bug
https://github.com/KhronosGroup/WebGL/issues/2770
Let's try it
[...document.querySelectorAll('canvas')].forEach((canvas, ndx) => {
const vs = `#version 300 es
void main() {
gl_Position = vec4(float(gl_VertexID) / 10., 0, 0, 1);
gl_PointSize = 10.0;
}`;
const fs = `#version 300 es
precision mediump float;
out vec4 outColor;
void main() {
outColor = vec4(1, 0, 0, 1);
}`;
const gl = canvas.getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
const prg = twgl.createProgram(gl, [vs, fs]);
gl.useProgram(prg);
gl.drawArrays(gl.POINTS, ndx * 5, 5);
});
canvas {border: 1px solid black;}
<script src="https://twgljs.org/dist/4.x/twgl.min.js"></script>
<canvas></canvas>
<canvas></canvas>
Looks like the answer is it starts at the offset value.
Upvotes: 1