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      <base href="https://bugs.freedesktop.org/">
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <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>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>gl_PrimitiveID is zero when rendering points of size > 1
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>Linux (All)
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>major
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Mesa core
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>denis.fisseler@tu-dortmund.de
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <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>
        </div>
      </p>


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