I’m having some problems with point sprite textures on the Intel HD Graphics card that comes with the Dell 790. The textures produce random garbage each frame. If I remove the Fragment shader, the texture appears fine, but upside down and the gl_PointSize and fading (fog) doesn’t work. While trying to work with the removed frag shader, I’ve tried changing the PointParameter to use GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT but it has no effect on the upside down texture. I’ve tried multiple drivers, to include the latest. I can’t figure out what Intel has implemented here… what works on every other system is not working - HELP. What am I doing wrong? Targeting OpenGL 2.1
Vertex Shader
#version 110
uniform float pointSize;
uniform float pointScale;
uniform float gui;
uniform float fogval;
varying vec4 vFragColor;
void main(void) {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 modv = vec4( gl_ModelViewMatrix * gl_Vertex );
vFragColor = gl_Color;
float fogscale = 1.5;
if(fogval == 8000.0) {
fogscale = 2.0;
}
if(gui == 0.0) {
gl_PointSize = pointScale * pointSize/ -modv.z;
float fog = fogval/ -modv.z;
if (fog < fogscale) {
vFragColor = smoothstep(0.0, fogscale, fog) * vFragColor;
}
} else {
gl_PointSize = pointSize;
}
gl_FrontColor = vFragColor;
}
Fragment Shader
#version 110
uniform sampler2D tex;
varying vec4 vFragColor;
void main() {
gl_FragColor = texture2D(tex,gl_TexCoord[0].st) * vFragColor;
}