I’m getting a native crash in glDrawArrays and was wondering if anyone had any cunning ways of tracking it down.
It only appears to happen when I mix both textured and non-textured geometry in one frame (sprites and wireframe drawing). Individually the two shaders work fine, but not when both are used.
All params to draw arrays look fine - a reasonable amount of vertices (2804 vertices taking 67296 bytes). Changing the order of drawing still crashes, and trying to bind fixed-function at the end of the frame still causes a crash.
All drawing is regular vertex arrays, no VBOs. No FBOs either. I suspect I’ve left some dangling pointer or something inside GL state, but can’t figure out what it could be. Any suggestions for what to look at?