Hello.
I have a 3d scene with thousands of drawcalls with a lot of textures, and about 100 primitive restart indices. I decided to use a MultiDrawIndirect. I solved almost all problems exept primitive restart. It doesn’t work with MultiDrawIndirect.
I draw scene using single one draw call:
Problem was with this line:
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
it works with
glDrawElementsBaseVertex(…)
but it doesn’t work with MultiDrawIndirect
I change to glEnable(GL_PRIMITIVE_RESTART); and it works.