Mark Sibly emailed about this problem almost a month ago, seemingly
without reply, so I'm raising the issue again.
I've been developing OpenGL applications for a number of years on the
three 'major' platforms (Win32, Linux, OSX 10.4) and one particular
problem has plagued me that entire time. The problem only occurs on OSX;
on the other two platforms it works as expected. The problem has also
occurred on every OSX machine I've managed to get my hands on, and that
includes various combinations of architecture (PPC/Intel), graphics card
(nVidia/Intel/ATI) and chipset (single/dual/quad/oct-cores). MacBooks,
Minis and MacPros alike are all afflicted with this problem.
That problem is with the setting of the gl_FragDepth variable in a GLSL
shader. Essentially, it doesn't matter what I try to set it to, the line
that sets the fragment depth in my fragment shader seems to be compiled
as a no-op. Certainly, the fragment depth is not set.
I presume this is a problem with Apple's drivers, but one that has been
around for a very long time so I am quite surprised it hasn't yet been
fixed in a software update. Is there a work around? A manual patch to
make it work? Has it been fixed in Leopard? I've trawled the Internet
now for at least a year and a half, and the few people to report this
problem seem to have had no answers.
Hopefully my request will fair a little better.
Can anyone help?
Dave
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