Thanks for your time guys.
@Fulvio: Search the forums for GLFW, someone posted a working demo that uses Horde + GLFW.
swiftcoder wrote:
Edit: I assume DazKind means that GLFW gives the same results as manually initialising OpenGL.
Precisely. Judging from my tests I think it's related to the driver.
We have 3 ways to init opengl: SDL, GLFW and doing it via Horde3DUtils(aka the manual way).
SDL: returns false in Renderer::init() due to a lower reported ogl version(<2.0)
GLFW & Horde3dUtils: engine starts and thinks ogl v2.0 is supported but the rendering is completely mixed. There is the paralax-mapped floor and HDR lighting but the vertex skinning is screwed as if it's not supported. Maybe that's related to the VertexAttribArrays. I'm not a ogl-guru so that's a shot in the dark.
Anyway it shouldnt matter what way you use to init OGL.
Using SDL, GLFW or handling it manually should give you the very same results. Or what do you guys think? Should I file a bug report for ati?