Thanks for your answers. It doesn't feel like there is anything useful here, but maybe you'll notice something I don't; here are the console outputs for both version:
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2 glXChooseFBConfig(dpy = 0x12a4b70, screen = 0, attribList = {GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_RED_SIZE, 4, GLX_GREEN_SIZE, 4, GLX_BLUE_SIZE, 4, GLX_ALPHA_SIZE, 0, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, True, GLX_STENCIL_SIZE, 0, GLX_SAMPLE_BUFFERS, 0, GLX_SAMPLES, 0, 0}, nitems = &60) = {0xad, 0x101, 0xae, 0xa5, 0xfd, 0xa6, 0xaf, 0x102, 0xb0, 0xa7, 0xfe, 0xa8, 0xbd, 0x109, 0xbe, 0xcd, 0x111, 0xce, 0xc1, 0x10b, 0xc2, 0xd1, 0x113, 0xd2, 0xdd, 0x119, 0xde, 0xe5, 0x11d, 0xe6, 0xed, 0x121, 0xee, 0xf5, 0x125, 0xf6, 0xbf, 0x10a, 0xc0, 0xcf, 0x112, 0xd0, 0xc3, 0x10c, 0xc4, 0xd3, 0x114, 0xd4, 0xdf, 0x11a, 0xe0, 0xe7, 0x11e, 0xe8, 0xef, 0x122, 0xf0, 0xf7, 0x126, 0xf8}
3 glXGetVisualFromFBConfig(dpy = 0x12a4b70, config = 0xad) = &{visual = 0x12af218, visualid = 39, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 11}
4 glXCreateWindow(dpy = 0x12a4b70, config = 0xad, win = 90177538, attribList = {}) = 90177539
5 glXCreateNewContext(dpy = 0x12a4b70, config = 0xad, renderType = GLX_RGBA_TYPE, shareList = NULL, direct = True) = 0x12c14d8
6 glXMakeContextCurrent(dpy = 0x12a4b70, draw = 90177539, read = 90177539, ctx = 0x12c14d8) = True
7 glViewport(x = 0, y = 0, width = 1920, height = 1080)
8 glScissor(x = 0, y = 0, width = 1920, height = 1080)
78 glGetIntegerv(pname = GL_MAX_TEXTURE_UNITS, params = &4)
79 glGetIntegerv(pname = GL_MAX_LIGHTS, params = &8)
80 glGetFloatv(pname = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, params = &16)
81 glGetIntegerv(pname = GL_MAX_ELEMENTS_INDICES, params = &1048576)
82 glGetIntegerv(pname = GL_MAX_CLIP_DISTANCES, params = &8)
83 glGetFloatv(pname = GL_ALIASED_LINE_WIDTH_RANGE, params = {1, 10})
84 glGetFloatv(pname = GL_ALIASED_POINT_SIZE_RANGE, params = {1, 2047})
85 glGetFloatv(pname = GL_LINE_WIDTH_RANGE, params = {0.5, 10})
86 glGetFloatv(pname = GL_POINT_SIZE_RANGE, params = {1, 189.875})
90 glPixelStorei(pname = GL_PACK_ALIGNMENT, param = 1)
91 glViewport(x = 0, y = 0, width = 1920, height = 1080)
92 glLightModelfv(pname = GL_LIGHT_MODEL_AMBIENT, params = {0, 0, 0, 0})
93 glLightModeli(pname = GL_LIGHT_MODEL_COLOR_CONTROL, param = GL_SEPARATE_SPECULAR_COLOR)
94 glLightModeli(pname = GL_LIGHT_MODEL_LOCAL_VIEWER, param = 1)
95 glClearDepth(depth = 1)
96 glHint(target = GL_PERSPECTIVE_CORRECTION_HINT, mode = GL_NICEST)
97 glDepthFunc(func = GL_LEQUAL)
98 glFrontFace(mode = GL_CW)
99 glGenProgramsARB(n = 1, programs = &1)
100 glBindProgramARB(target = GL_VERTEX_PROGRAM_ARB, program = 1)
102 glProgramStringARB(target = GL_VERTEX_PROGRAM_ARB, format = GL_PROGRAM_FORMAT_ASCII_ARB, len = 3726, string = "!!ARBvp1.0
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3 glXChooseFBConfig(dpy = 0x293f9e0, screen = 0, attribList = {GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_RED_SIZE, 4, GLX_GREEN_SIZE, 4, GLX_BLUE_SIZE, 4, GLX_ALPHA_SIZE, 0, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, True, GLX_STENCIL_SIZE, 0, GLX_SAMPLE_BUFFERS, 0, GLX_SAMPLES, 0, GLX_STEREO, False, 0}, nitems = &60) = {0xad, 0x101, 0xae, 0xa5, 0xfd, 0xa6, 0xaf, 0x102, 0xb0, 0xa7, 0xfe, 0xa8, 0xbd, 0x109, 0xbe, 0xcd, 0x111, 0xce, 0xc1, 0x10b, 0xc2, 0xd1, 0x113, 0xd2, 0xdd, 0x119, 0xde, 0xe5, 0x11d, 0xe6, 0xed, 0x121, 0xee, 0xf5, 0x125, 0xf6, 0xbf, 0x10a, 0xc0, 0xcf, 0x112, 0xd0, 0xc3, 0x10c, 0xc4, 0xd3, 0x114, 0xd4, 0xdf, 0x11a, 0xe0, 0xe7, 0x11e, 0xe8, 0xef, 0x122, 0xf0, 0xf7, 0x126, 0xf8}
5 glXGetVisualFromFBConfig(dpy = 0x293f9e0, config = 0xad) = &{visual = 0x294a118, visualid = 39, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 11}
6 glXCreateWindow(dpy = 0x293f9e0, config = 0xad, win = 96468994, attribList = {}) = 96468995
7 glXCreateNewContext(dpy = 0x293f9e0, config = 0xad, renderType = GLX_RGBA_TYPE, shareList = NULL, direct = True) = 0x295b208
8 glXMakeContextCurrent(dpy = 0x293f9e0, draw = 96468995, read = 96468995, ctx = 0x295b208) = True
9 glViewport(x = 0, y = 0, width = 1920, height = 1080)
10 glScissor(x = 0, y = 0, width = 1920, height = 1080)
146 glGetIntegerv(pname = GL_MAX_TEXTURE_UNITS, params = &4)
147 glGetIntegerv(pname = GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, params = &192)
148 glGetIntegerv(pname = GL_MAX_LIGHTS, params = &8)
149 glGetIntegerv(pname = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, params = &16)
150 glGetIntegerv(pname = GL_MAX_ELEMENTS_INDICES, params = &1048576)
151 glGetIntegerv(pname = GL_MAX_TEXTURE_SIZE, params = &32768)
152 glGetIntegerv(pname = GL_MAX_GEOMETRY_OUTPUT_VERTICES, params = &1024)
153 glGetFloatv(pname = GL_MAX_TEXTURE_LOD_BIAS, params = &15)
154 glGetIntegerv(pname = GL_MAX_CLIP_DISTANCES, params = &8)
155 glGetIntegerv(pname = GL_AUX_BUFFERS, params = &4)
156 glGetIntegerv(pname = GL_MAX_DRAW_BUFFERS, params = &8)
157 glGetFloatv(pname = GL_ALIASED_LINE_WIDTH_RANGE, params = {1, 10})
158 glGetFloatv(pname = GL_ALIASED_POINT_SIZE_RANGE, params = {1, 2047})
159 glGetFloatv(pname = GL_LINE_WIDTH_RANGE, params = {0.5, 10})
160 glGetFloatv(pname = GL_POINT_SIZE_RANGE, params = {1, 189.875})
164 glGetQueryivARB(target = GL_SAMPLES_PASSED, pname = GL_QUERY_COUNTER_BITS, params = &32)
165 glGetIntegerv(pname = GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, params = &4194304)
166 glGetIntegerv(pname = GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, params = &4194304)
167 glGetIntegerv(pname = GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, params = &3903808)
168 glPixelStorei(pname = GL_PACK_ALIGNMENT, param = 1)
169 glViewport(x = 0, y = 0, width = 1920, height = 1080)
170 glMatrixMode(mode = GL_MODELVIEW)
171 glLoadMatrixf(m = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1})
172 glMultMatrixf(m = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1})
173 glMatrixMode(mode = GL_MODELVIEW)
174 glLoadMatrixf(m = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1})
175 glMultMatrixf(m = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1})
176 glMatrixMode(mode = GL_PROJECTION)
177 glLoadMatrixf(m = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1})
178 glActiveTextureARB(texture = GL_TEXTURE0)
179 glMatrixMode(mode = GL_TEXTURE)
180 glLoadIdentity()
181 glActiveTextureARB(texture = GL_TEXTURE1)
182 glMatrixMode(mode = GL_TEXTURE)
183 glLoadIdentity()
184 glActiveTextureARB(texture = GL_TEXTURE2)
185 glMatrixMode(mode = GL_TEXTURE)
186 glLoadIdentity()
187 glActiveTextureARB(texture = GL_TEXTURE3)
188 glMatrixMode(mode = GL_TEXTURE)
189 glLoadIdentity()
190 glLightModelfv(pname = GL_LIGHT_MODEL_AMBIENT, params = {0, 0, 0, 0})
191 glLightModeli(pname = GL_LIGHT_MODEL_COLOR_CONTROL, param = GL_SEPARATE_SPECULAR_COLOR)
192 glLightModeli(pname = GL_LIGHT_MODEL_LOCAL_VIEWER, param = 1)
193 glClearDepth(depth = 1)
194 glHint(target = GL_PERSPECTIVE_CORRECTION_HINT, mode = GL_NICEST)
195 glHint(target = GL_LINE_SMOOTH_HINT, mode = GL_NICEST)
196 glHint(target = GL_POINT_SMOOTH_HINT, mode = GL_FASTEST)
197 glDepthFunc(func = GL_LEQUAL)
198 glFrontFace(mode = GL_CW)
199 glProvokingVertex(mode = GL_FIRST_VERTEX_CONVENTION)
200 glGenProgramsARB(n = 1, programs = &1)
201 glBindProgramARB(target = GL_VERTEX_PROGRAM_ARB, program = 1)
203 glProgramStringARB(target = GL_VERTEX_PROGRAM_ARB, format = GL_PROGRAM_FORMAT_ASCII_ARB, len = 3015, string = "!!ARBvp1.0
Hope this helps. I'll look into the STK patch you suggested, and probably into the differences between the two version of CIrrDeviceLinux.cpp as well.