Primitive(quad) drawing with target: GL_TRIANGLE_STRIP.
The primitive type must match your input primitive type. Just draw with GL_LINES_ADJACENCY
, with every 4 vertices being an independent quad.
Even better, stop murdering your performance with a geometry shader. You'd be better off just passing the texture coordinate as an input. Or, failing that, doing this in a vertex shader:
out vec2 st;
const vec2 texCoords[4] = vec2[4](
vec2(0.0f, 0.0f),
vec2(0.0f, 1.0f),
vec2(1.0f, 0.0f),
vec2(1.0f, 1.0f)
);
void main()
{
...
st = texCoords[gl_VertexID % 4];
...
}
Assuming that you rendered this with glDrawArrays
rather than glDrawElements
.