What can cause glDrawArrays to generate a GL_INVALID_OPERATION error?

I figured out your problem: you are rendering to the same buffer that you’re sourcing your vertex data.

glBindVertexArray(vaoPass2);

I think you meant vaoPass1

From the spec:

Buffers should not be bound or in use for both transform feedback and other
purposes in the GL. Specifically, if a buffer object is simultaneously bound to a
transform feedback buffer binding point and elsewhere in the GL, any writes to
or reads from the buffer generate undefined values. Examples of such bindings
include ReadPixels to a pixel buffer object binding point and client access to a
buffer mapped with MapBuffer.

Now, you should get undefined values; I’m not sure that a GL error qualifies, but it probably should be an error.

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