Int vertex doesn't work


i try to use ivec with a orthogonal projection.

here is the vertex shader:

// Vertex shader

#version 330

in ivec2 in_Vertex;
in vec2 in_TexCoord0;

uniform mat4 projection;

out vec2 texCoord0;

void main()
    gl_Position = projection * vec4( in_Vertex, 0, 1 );
    texCoord0   = in_TexCoord0;

nothing is draw onto the screen but when i use float vertex everything is working well.
I call glVertexAttribIPointer with #GL_INT to pass the data to the shader.

edit: fixed, i am on a x64 system where int are 8 bytes but the shader expect 4 bytes so i must use long or int32

What 64-bit system has 8-byte ints, but 4-byte longs? I thought the C specification required long to be at least as large as int?

And that’s why you should use the GL-types: GLint, GLuint, etc.

i am not coding with C but with another language where there no typedef.

That language should still have some means of accessing OpenGL’s types. Otherwise you can’t properly implement OpenGL in that language.

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