Hello, I’m trying to perform instanced rendering while separating the vertex format from the data. When I bind vertex positions at attribute 0, normals at 1, and model matrices at 2, my normals get messed up. On the other hand, if I skip attribute index 1 and instead use 0, 2, and 3, the normals are correct.
I put together a minimal test code in C++11, using SDL2 and GLEW, which you can find here. If the preprocessor variable SKIP is set to 1 it skips attribute index 1, and works correctly. If you set it to zero, it should give the wrong result.
I have tested this on two linux systems with exactly the same results.
Could anyone confirm this is really a driver bug and if it also occurs in windows?
main.cpp (9.39 KB)