All I do is loading a sphere from a 3ds file. This sphere should then be rendered using a v2 vertex-pixel-shader combo. Unfortunately I had to face really strongly diverging results using the OpenGL renderer.
Running my code on a laptop with a NVIDIA Quadro FX1400 GO (shader support v3), OpenGL 2.1.1. I got the following result.
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The rendering is basically correct, however you might notice the terrible triangulation.
The following result is taken from my desktop machine with a NVIDIA GeForce 8600GTS (shader v4 support), OpenGL 2.1.1.
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You might notice the good tesselation and the basically correct rendering
of the shader (dayside, terminator, night-side) however textures are missing. This stays the same if rendering with EMT_SOLID, until I add a light source an enable Lighting(which souldn't be necessary for shader lighting).
Finally an image from Rendermonkey where I test my shaders and which shows how the shader shoudl actually work:
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I wnat to mention that all screens (except the rendermonkey one) are taken with exactly the same code with Irrlicht 1.3.1. A switch to Irr.1.4b didn't improve the situation.
I assume this to be a bug in OpenGL. However I can't explain the differences in tesselation of the 3s (I wonder why there is tesselation, shouldn't it be displayed as specified in the file).
Hope some one can help and this post is not just vanishing in the forum like with so many posts I did before.
Thoran