Nemrég a szemem elé került egy glsl példákat bemutató oldal ahol az alábbiakat találtam:
- For parallax mapping, viewing direction should be transformed to the modelview space. But on ATI mobility X600, predefined uniform variable gl_ModelViewMatrixInverse works incorrectly. So it is calculated manually using glNormalMatrixInverse().
- On ATI mobility X600, RTT on depth only frame-buffer fails when maximizing the window.
- GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 are not working on ATI mobility X600.
- Note that only a box filter (GL_NEAREST) for floating point textures works on ATI mobility X600.
- Note that automatic mipmap generation on a frame-buffer object does not work on ATI mobility X600.
- If the predefined varying variable of gl_TexCoord[n] is assigned in a vertex shader but it is not used in a fragment shader, texture lookups may fail in ATI mobility X600.
Csak ennyi, mi mondható: i <3 ati mobility x600...