https://bugs.freedesktop.org/show_bug.cgi?id=60518
--- Comment #2 from cor...@gmx.net --- A workaround for the segfault is to explicitly disable vertex attribute arrays: GLint n = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &n); for (GLint i = 0; i < n; ++i) glDisableVertexAttribArray(i); Which is weird, as they are not used at all. But hey, whatever... -- You are receiving this mail because: You are the assignee for the bug.
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