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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - gl_PrimitiveID is zero when rendering points of size > 1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96853">96853</a>
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<th>Summary</th>
<td>gl_PrimitiveID is zero when rendering points of size > 1
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<th>Product</th>
<td>Mesa
</td>
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<th>Version</th>
<td>git
</td>
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<th>Hardware</th>
<td>Other
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<th>OS</th>
<td>Linux (All)
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<th>Status</th>
<td>NEW
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<th>Severity</th>
<td>major
</td>
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Mesa core
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<th>Assignee</th>
<td>mesa-dev@lists.freedesktop.org
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<th>Reporter</th>
<td>denis.fisseler@tu-dortmund.de
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<th>QA Contact</th>
<td>mesa-dev@lists.freedesktop.org
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<pre>Using Mesa3d 12.1.0-devel with Ubuntu 16.04 LTS in VMware, I stumbled upon a
bug regarding the contents of gl_PrimitiveID in the fragment shader.
I am using gl_PrimitiveID for color generation. When rendering a VAO as
GL_POINTS and the point size set by glPointSize() is larger than 1,
gl_PrimitiveID constantly had a value of 0. As soon as the point size is
reduced to 1 or the type on primitive is changed to GL_TRIANGLES,
gl_PrimitiveID contains correct values. For rasterized points, the value of
gl_PrimitiveID in the fragment shader should equal the value of a
variable(declared using "flat") set to gl_VertexID in the vertex shader. Using
this workaround i was able to produce the desired values.</pre>
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