VertexAttribIPointer and Vertex Shader

Hi,

I’m having trouble with some transform feedback algorithm.
here’s my (ultra) simplified code :


////////////////////////////////
// main.cpp
////////////////////////////////
glBindBufferARB(GL_ARRAY_BUFFER_ARB, id);
glEnableVertexAttribArrayARB(0);
glVertexAttribIPointer(0, 2, GL_INT, 0, BUFFER_OFFSET(0));

// set the transform feedback mode
glDrawArrays(GL_POINTS, 0, count);
// end the transform feedback

////////////////////////////////
// Vertex Shader
////////////////////////////////
in ivec2 culled;

flat out int id;
flat out int keep;

void main(void)
{
    id = culled.x;

    keep = 0;
    if(culled.y == 1) keep = 1;
}
////////////////////////////////
// Geometry Shader
////////////////////////////////
layout(points) in;
layout(points, max_vertices = 1) out;

flat in int id[1];
flat in int keep[1];

flat out int listi;

void main()
{
    if(keep[0] == 1)
    {
        listi = id[0];
        EmitVertex();
        EndPrimitive();
    }
}

When I check the data from the buffer, I get some crazy values such as : 0 1065353216 1073741824 1077936128 1082130432 1084227584 1086324736 1088421888 (used map/unmap).
I’m sure it has to do with the attribute pointer I’m setting because I know the data in the buffer I use for the draw call is valid (I used map/unmap to check aswell) and if I use hard coded values in the shader, everything goes fine.
Has anyone had trouble with the AttribIPointer before ?
Thanks for your help !
B

I didn’t have problems with AttribIPointer, used it successfully for hardware skinning with transform feedback.

Are you sure your setup works correctly in simple case:
-without geometry shader
-without input attributes

Post more code & your environment for farther investigation.

Ok I’ve just change the AttribIpointer to an AttribPointer and changed my input ivec2 to vec2 in the vertex shader and everything’s working.
This might be a driver issue. I’ll update and post back the results…