When i try to use more than 8 vertex attributes on an nVidia card all shaders compile and link fine, it runs without errors, but the results are completely wrong. All first 8 vertex attributes contain correct data, but from the 9th on the data contained is just random (usually something from one of the other arrays).
However, ARB_vertex_program promises me 16 vertex attributes, so i guess this is no different in glsl. As already said, OpenGL mentions no errors.
This happens on a Geforce 9600 with latest drivers, but i first encountered it on a Geforce 7xxx about 1.5 years ago. Both times the only way to “fix” it, is to use fewer vertex attributes (by computing bitangents inside the shaders, etc.).
Anyone encountered the same issues?