* gl_VertexID gets basevertex added in. This differs from DirectX where
* SV_VertexID does \b not get basevertex added in.
*
- * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
+ * \note
+ * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
+ * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
+ * \c SYSTEM_VALUE_BASE_VERTEX.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID,
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
+
+ /**
+ * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
+ * functions.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
+ */
+ SYSTEM_VALUE_BASE_VERTEX,
/*@}*/
/**