Re: GLSL vertex shader compile sometimes fails
Additional information: The problem also occurs on an ATI Radeon 3000 with the latest available driver. If you don't enable GL_VERTEX_PROGRAM_TWO_SIDE, the problem does not occur. A Visual C++ project...
View ArticleWGL_ARB_create_context
Hi, I try to create an OpenGL 3.1 forward compatible rendering context with wglCreateContextAttribsARB.I use this tokens : WGL_CONTEXT_MAJOR_VERSION_ARB, 1, WGL_CONTEXT_MINOR_VERSION_ARB, 0,...
View ArticleRe: glPushDebugGroup() broken in 13.12 WHQL drivers
This is still broken in the latest 14.3 v1.0 drivers. OpenGL Version: 4.3.12798
View ArticleRe: WGL_ARB_create_context
I'm not sure what your intent here is, but those flags don't seem right. You need these flags: WGL_CONTEXT_MAJOR_VERSION_ARB, 3,WGL_CONTEXT_MINOR_VERSION_ARB, 1,WGL_CONTEXT_FLAGS_ARB,...
View ArticleRe: WGL_ARB_create_context
Hello Graham,thanks for your reply. If I use this flags the context are created but nothing is drawn.. my code is : int attribList[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 1,...
View ArticleglProgramBinary crashes in 14.3 driver
glProgramBinary is crashing with my 14.3b1 driver (on an HD 5800/Win7 64-bit). Access violation writing location 0x00000000. atioglxx.dll!69b03e7e()Unknown[Frames below may be incorrect and/or missing,...
View Article[OpenGL][Linux]Memory leaks in the fglrx driver ?
Hello,I recently coded a program which simply creates a OpenGL context with GLX and X11, I made sure to quit the program properly and to delete everything I allocated but valgrind keeps saying : HEAP...
View ArticleRe: glPushDebugGroup() broken in 13.12 WHQL drivers
Hi, We've investigated the issue. We're incorrectly setting an error when this function is called outside of a debug context. If you create a debug context, it should work. We have fixed the problem in...
View ArticleRe: glPushDebugGroup() broken in 13.12 WHQL drivers
Thanks for the update, it is appreciated!
View Articleatikmdag.sys causing BSOD
Hello i have been having huge issue here. I have been getting BSOD when playing games and also watching youtube. I have already tried something like switching and expanding the atikmdag.sys from a...
View ArticleDisable GLSL code optimizations for the windows driver?
Is there any way to turn of the GLSL code optimizations for the windows driver (catalyst)?
View ArticleAMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG
I noticed the MultiDrawElementsIndirect ignores baseInstance in commands. It always has zero value.I hope this very useful feature will be implemented.
View ArticleRe: AMD buffer binding bug?
I faced wrong SSBO behaviour on AMD platform too.But not sure is it binding problem or bug in reading operation from array of structures in shader.
View ArticleRe: glTexSubImage2D crash with RGB texture in 13.12 drivers (regress from...
I'm getting a similar crash myself. Large texture, GL_RGB format, but I'm passing the data in via glTexImage2D rather than glTexSubImage2D and it crashes in glDrawArrays when I use the texture. The...
View ArticleRe: AMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG
Hi, This may be a known where, in compatibility profiles where the indirect commands are located in system memory, the base instance is not propagated to the GPU. If this is the case, please try...
View ArticleRe: AMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG
Yes, this method works. Thanks for an advice.
View ArticleGLSL compiler bug (possibly) using 13.12 / 14.3
I currently get a very uninformative compilation error when trying to compile a shader. It's automatically generated and contains a bit of unnecessary stuff, so bare with me . #version 430 subroutine...
View ArticleRe: GLSL compiler bug (possibly) using 13.12 / 14.3
I at least figured out why it failed to compile, and it was because the 'saturation' variable wasn't being used in any subroutine. So I guess it goes optimized away, and I can only assume the signature...
View ArticleRe: GLSL compiler bug (possibly) using 13.12 / 14.3
It also seems to be some kind of graphical bug caused by the subroutines. This is the image generated when the above shader managed to compile:Notice the edges not being shaded? It shouldn't be like...
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