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gl_FragDepth #2



Hi all,

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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