Timeline for OpenGL 3 and the Radeon HD 4850x2
Current License: CC BY-SA 2.5
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 31, 2011 at 5:34 | comment | added | Nicol Bolas | By all rights, the shaders as you have written them should not link at all. Your vertex shader outputs varyingColor, but your fragment shader doesn't input it. That's not legal according to the spec (not that that's ever stopped NVIDIA before). AMD's drivers are rather more likely to do what the spec says. So are you sure the program links correctly? Show us the code you use to compile your shaders and link your programs. | |
| Dec 31, 2011 at 2:38 | answer | added | Robert Rouhani | timeline score: 2 | |
| Jan 15, 2011 at 10:45 | comment | added | Jari Komppa | The nVidia and ATI compilers have been notoriously different in the way they accept some small nuances of glsl. Be sure to check any compilation and linking logs. | |
| Jan 15, 2011 at 9:05 | comment | added | Luker | Make sure that you are in fact using OpenGL 3.3 in both cases. glGetString(GL_VERSION) should return something like: "3.3.10317 Core Profile Context" | |
| Jan 14, 2011 at 17:19 | history | asked | gillonba | CC BY-SA 2.5 |