following problem: All shaders are compiled, linked and work perfect in a single-threaded application. Then I try to use the shaders in a newly created thread and I get all black, texture lookup always returns 0.0, writing to gl_FragColor has no effect as long as texture coordinates are passed. Fixed function pipeline works perfect in the second thread! Any ideas?!
Btw there are no GL errors reported, glXMakeCurrent does not fail, glIsProgram returns no error if called from the second thread on a program created in the main thread.
If anybody has experience with multithreaded GL programming please share it or point me to right references. Your help is really appreciated!
I have already checked the posts in the windows specific forum but the problem discussed there is about making a context current in a second thread.
Thanks for your help!