I have a code that renders a model. It works perfectly with GLSL 1.40 on NVidia, but, when rendered the scene on Intel HD 3000 (driver version 184.108.40.20667) nothing works. The intel hd 3000 is a primary card in the OS (Windows 8 64 bit).
After spending hours in debugging and goggling I found that the following code behaves a bit differently:
ShaderProgram is initialized correctly (since it is the first program with value 1).
For NVidia chip, values for locations are 0,1,2,
But for Intel chip they are: 23855104, 23789568 and 23724032, which seems a bit not logical. glGetError gives GL_NO_ERROR.
in vec4 ex_Color;
out vec4 out_Color;
out_Color = ex_Color;
_vertexDrawMode contains right now only triangles types.
I was successful running old style GL code on the Intel chip today (by old style I mean glBegin(); glVertex3f(…) … glEnd(); kind of approach). But it is not what I am looking for. Seems to me that once I enable core profile and start using shaders everything goes blank.
The drivers are the latest, I’ve checked it yesterday.
FYI: I also used Open GL Extension viewer 4.0.8 but it fails to do rendering tests on 3.0 and 3.1 profiles, complaining about missing #version in shaders. Also, please note that I am on Window 8 (x64) right now. I just want to be sure that the problem is in drivers, and not in some subtle misconception of mine.
The more I dig the more I am certain that this is a driver problem.
And thanks for you help, I really appreciate this.