speedy
07-20-2007, 04:34 AM
The following vertex shader code causes the compilation to crash somewhere in ATI OpenGL driver code. The same code works on older 6.x drivers on Windows XP (I could drill down to the exact revision which breaks it).
struct light_in_t
{
vec4 vertex;
vec3 light_pos_ls;
vec3 eye_pos_ls;
vec3 ws_scale;
vec4 light_near_far;
mat4 light_frustum_mat;
};
struct light_out_t
{
vec3 vl;
vec3 ve;
vec3 half_angle;
float attenuation;
vec4 shadow_map;
};
light_out_t calc_lighting_vectors( light_in_t lin )
{
light_out_t lout;
return lout;
}
void main()
{
gl_Position = ftransform();
}HW: SAPPHIRE Radeon X1550 Series
OS: Vista Home Premium
struct light_in_t
{
vec4 vertex;
vec3 light_pos_ls;
vec3 eye_pos_ls;
vec3 ws_scale;
vec4 light_near_far;
mat4 light_frustum_mat;
};
struct light_out_t
{
vec3 vl;
vec3 ve;
vec3 half_angle;
float attenuation;
vec4 shadow_map;
};
light_out_t calc_lighting_vectors( light_in_t lin )
{
light_out_t lout;
return lout;
}
void main()
{
gl_Position = ftransform();
}HW: SAPPHIRE Radeon X1550 Series
OS: Vista Home Premium