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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - BindFragDataLocationIndexed on array fragment shader output."
href="https://bugs.freedesktop.org/show_bug.cgi?id=96765#c8">Comment # 8</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - BindFragDataLocationIndexed on array fragment shader output."
href="https://bugs.freedesktop.org/show_bug.cgi?id=96765">bug 96765</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre><a href="https://patchwork.freedesktop.org/patch/97464/">https://patchwork.freedesktop.org/patch/97464/</a>
This patch should also fix it for the [0] names. I chose to implement it as a
fallback thing, so if you have foo and foo[0] set, foo will always get picked,
no matter which was set first.
If I stripped the [0]'s at bind time, one might run into the issue of a
out vec4 foo;
shader (which, as the spec says, can be added after the binding is done on the
program), and someone doing a bind on both foo and foo[0], and it'd be awkward
for the foo[0] to win out in that case.</pre>
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