Code is here
I enable and leave enabled only the vertex attribute I need
Why does it crash?
I can’t believe it.
Problem lied somewhere else, where I was initializing my samplers
public static void init(GL3 gl3) {
pool = new int[Id.size.ordinal()];
gl3.glGenSamplers(Id.size.ordinal(), pool, 0);
gl3.glSamplerParameteri(pool[Id.clampToEdge_nearest_0maxAn.ordinal()],
GL3.GL_TEXTURE_WRAP_S, GL3.GL_CLAMP_TO_EDGE);
gl3.glSamplerParameteri(pool[Id.clampToEdge_nearest_0maxAn.ordinal()],
GL3.GL_TEXTURE_WRAP_T, GL3.GL_CLAMP_TO_EDGE);
gl3.glSamplerParameteri(pool[Id.clampToEdge_nearest_0maxAn.ordinal()],
GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_NEAREST);
gl3.glSamplerParameteri(pool[Id.clampToEdge_nearest_0maxAn.ordinal()],
GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_NEAREST);
gl3.glSamplerParameteri(pool[Id.clampToEdge_nearest_0maxAn.ordinal()],
GL3.GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
}
The crash was caused by setting the max anisotropy to 0… 1 resolved the crash…