I have the following code segment in a GLSL 4.0 core geometry shader:
void pushVertex(const int i)
{
gl_Position = gl_in[i].gl_Position;
// Some other stuff
EmitVertex();
}
Later I basically call pushVertex(0); pushVertex(1); and so on.
This actually works on Windows with Nvidia drivers, however MaxOSX throws the error Indirect index into implicitly-sized array. Any ideas on a workaround?