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
Fragment ShaderCode :#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; }
Code :#version 110 uniform sampler2D tex; varying vec4 vFragColor; void main() { gl_FragColor = texture2D(tex,gl_TexCoord[0].st) * vFragColor; }