Not sure if this is the right place to post this...
I've got a program that crashes on glCompileShaderARB. The problem seems to be related to the use of gl_TexCoord in a GLSL fragment shader. I've reduced it to the following minimal example:This crashes on my Mac Mini. It does not crash on any other computer I've tried, but I've only tried one other computer. The Mac Mini has OS X 10.3.8 installed, and identifies its video card as ATY,RV280, vendor ATI. This looks like a driver bug to me, although I don't want to rule out other possibilities.Code :#include "SDL.h" #include "GL/glew.h" char const *shader_source = "uniform sampler2D texture;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(texture, gl_TexCoord[0].st);\n" "}\n"; int main(int, char *[]) { SDL_Init(SDL_INIT_VIDEO); SDL_SetVideoMode(640, 480, 32, SDL_OPENGL); glewInit(); GLhandleARB shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); glShaderSourceARB(shader, 1, &shader_source, 0); glCompileShaderARB(shader); SDL_Quit(); return 0; }
Questions: Can anybody confirm this bug? How widespread is it? Are there any known workarounds?



