I have an interesting problem. I used a TGLSLShader with a vertex and fragment program. This works fine on my main development machine (NVidia) and other NVidia and AMD GPU machines. I'm running into trouble with plain an Intel integrated GPU (i3) though. It gives me an error that 'TGLSLShader is not supported by the hardware/driver'.
Since everything I do is OpenGL 2 at best and the driver reports OpenGL 3, this can't be right. I checked the available extension and even TGLCustomGLSLShader.ShaderSupported returns true.
This can only mean that an exception is triggered somewhere in "DoInitialize". I did check the log file that was produced, but nothing in there indicates that anything is wrong.
Does anybody have an idea about what the issue could be?
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It turned out to be that assigning a vec4 to a vec3 in the vertex shader was not acceptable for Intel. I'm still puzzled why this passed the compilation phase without problems and segfaulted during execution (with the renderer falling back to default rendering).
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I have an interesting problem. I used a TGLSLShader with a vertex and fragment program. This works fine on my main development machine (NVidia) and other NVidia and AMD GPU machines. I'm running into trouble with plain an Intel integrated GPU (i3) though. It gives me an error that 'TGLSLShader is not supported by the hardware/driver'.
Since everything I do is OpenGL 2 at best and the driver reports OpenGL 3, this can't be right. I checked the available extension and even TGLCustomGLSLShader.ShaderSupported returns true.
This can only mean that an exception is triggered somewhere in "DoInitialize". I did check the log file that was produced, but nothing in there indicates that anything is wrong.
Does anybody have an idea about what the issue could be?
It turned out to be that assigning a vec4 to a vec3 in the vertex shader was not acceptable for Intel. I'm still puzzled why this passed the compilation phase without problems and segfaulted during execution (with the renderer falling back to default rendering).