title: GLSL 1.20: sending attribute causes segmentation fault
body: <p>I need to pass an attribute variable to the shader, to know how to compute <code>gl_Position</code>. This value should be different for any object drawn. This is the declaration:  </p>
  
  <pre><code>attribute int drawText;
  </code></pre>
  
  <p>According to it's value I decide how to compute <code>gl_Position</code>. This is hot I pass it in the c++ program:  </p>
  
  <pre><code>// Pass some uniforms
  GLint location= glGetAttribLocation(program_id, (char*)"drawText");
  glEnableVertexAttribArray(location);
  glVertexAttribI1i(location,1);
  glutSolidCube(15);
  glDisableVertexAttribArray(location);
  </code></pre>
  
  <p>But I get segmentation fault. I tried to comment the line where I send the attribute (<code>glVertexAttribI1i</code>), and the program doesn't crash in this case. What could the problem be?</p>