DarkAngel wrote:
swiftcoder wrote:
Maybe a difference between Apple and ATI's GLSL implementations?
Are you using GLSLs random number generators? I haven't used them myself, but I hear that some implementations just always return 0.
Nope, it is all fairly vanilla stuff. My though was that if it would run on apple's crappy drivers, it should run anywhere - but apparently not. Of course, the other possibility is that I broke something a few months ago, and never fixed, but I don't have any notes that would indicate that.
edit: curiouser and curiouser. glIntercept shows that all my textures are generated correctly, and all my shaders compile and link successfully. Horde is certainly rendering, since the HUD comes up. My render function is definitely being called, and the planet is definitely on screen - but all I get is darkness.
edit 2: and fixed. Turned out some of the vertex shader trickery I was performing just wont work on this card/driver - namely passing altitude in to the vertex shader in gl_Vertex.w, and linearising the depth. No idea why they don't work, but it was only for an atmosphere experiment anyway.
I have also managed to upgrade back to the SVN version of Horde with no troubles. However, after I modified a couple of shaders, I noticed that the log always tells me about successful compilation, even though the renderer always fails to set the material - any ideas on this one?
edit 3: turns out that the names of the shader contexts didn't match the shaders, so the problem contexts were never even compiled - good to know for the future.