   Anyone else notice this annoying bug?
  Hello, I am, in a current project, working with GL_LINE_STRIP_ADJACENCY_EXT and the geometry shader. Now, if I write a geometry shader that takes some input "values[]" from the Vertex Shader and use all four values in the Geometry Shader, I don't have a problem. However, for some of the inputs I need only look at two of the values (the two corresponding to the actual line segement being drawn) and unless I pretend to look at all four (by writing them to some value that is not optimized away) I get nonsense values for these! So, unless I put a line like: gl_Position.x += (value[0] + value[1] + value[2] + value[3]) * 0.0001; in my GS code, value[1] and value[2] are not usable!Does anyone know if this is a registered bug, where I should report it as a bug or if I'm just being stupid? Thank you,   Erik Sintorn   
  Why does it matter? I don't know much about shaders, but if you don't use the values, it doesn't matter what values they contain, doesn't it?How do you even find out what values you get without accessing them? ^^   ;  Well see, I want to use value[1] and [2], but not value[0] and [3], but unless i somehow use value [0] and [3] value [1] and [2] will contain nonsense.   ;  You can contact devrel@nvidia.com and they have recently added a forum on their site.   ;  You have your varying in array for a line strip with adj, which provides 4 entries.0--1--2--3Now, you're saying that if you don't read [0] and [3] then [1] and [2] are rubbish.How much vertices are in flight? A thing I've read about how the data is fetched comes to mind - I think it were on NV GS spec and dealt with some differences between the specified behaviour and the real one in some extreme cases...   