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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - [HSW] Segmentation Fault in Simple OpenGL 3.3 Application"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=76400#c3">Comment # 3</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - [HSW] Segmentation Fault in Simple OpenGL 3.3 Application"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=76400">bug 76400</a>
              from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
        <pre>I've posted a fix for the crash to the mailing list:
<a href="http://lists.freedesktop.org/archives/mesa-dev/2014-March/056286.html">http://lists.freedesktop.org/archives/mesa-dev/2014-March/056286.html</a>

However, this won't fix your application.  It's trying to use the default
vertex array object (VAO); core profile requires you to create and bind your
own.

Because of this, you're getting an GL_INVALID_OPERATION from
glVertexAttribPointer, and your vertex data is never getting specified.  This
is easily seen when replaying the apitrace:

0 371 glVertexAttribPointer(index = 0, size = 3, type = GL_FLOAT, normalized =
GL_FALSE, stride = 24, pointer = NULL)
371: warning: glGetError(glVertexAttribPointer) = GL_INVALID_OPERATION</pre>
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