Graphical glitches with Transforms/Scenes

I have tested my code on 4 Windows computers (for fun, to compare loading time and screen view) and then noticed a strange thing on one of them: instead of showing all Transforms/scenes some Transforms just appear as a scrambled rectangle.
There are 4 Transforms in an array, showing from left to right in order: 1,3,2,4.
The background is a Transform also.
So on the problem PC it only shows the first and last Transform (1 and 4) correct, the others seem like in the middle of a beaming procedure in Star Trek :wink:
These are screenshots but in video all colors move in the scrambled rectangles.
I don’t know if the order of Transforms is relevant and it is no problem for me since on my own PC everything shows allright, but from the view of compatibility this might be something for Michalis to examine?

First PC image
OpenGL information (detected by view3dscene):


Version:
Version string: 4.6.0 NVIDIA 457.51
Version parsed: major: 4, minor: 6, release exists: True, release: 0, vendor-specific information: “NVIDIA 457.51”
Vendor-specific version parsed: major: 457, minor: 51, release: 0
Vendor: NVIDIA Corporation
Vendor type: Nvidia

Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
Fglrx (ATI on Linux): False
Mesa: False

Buggy glGenerateMipmap(EXT): False
Buggy GL_LIGHT_MODEL_TWO_SIDE: False
Buggy VBO: False
Buggy shader shadow map: False
Buggy FBO rendering to multi-sampling texture: False
Buggy FBO rendering to cube map texture: False
Buggy swap buffers with non-standard glViewport: False
Buggy 32-bit depth buffer: False
Buggy GLSL gl_FrontFacing: False
Buggy GLSL read varying: False
Buggy Pure Shader Pipeline: False
Buggy Texture Size Above 2048: False
Buggy Shader Bump Mapping num_steps: False


Real versions available:
(checks both version string and actual functions availability in GL library, to secure from buggy implementations)

1.2: True
1.3: True
1.4: True
1.5: True
2.0: True
2.1: True
3.0: True
3.1: True
3.2: True
3.3: True
4.0: True


Features:
Shaders (GLSL) support: Standard
=> Enable deprecated (fixed-function) support: False
Multi-texturing: True
Framebuffer Object: Standard (or ARB “core extension”)
Multi-sampling for FBO buffers and textures: True
Vertex Buffer Object: True
GenerateMipmap available (and reliable): True
Cube map textures: Standard
Compressed textures supported: [DXT1_RGB, DXT1_RGBA, DXT3, DXT5]
3D textures: Standard
Textures non-power-of-2: True
Blend constant parameter: True
Float textures: True
Depth textures: True
Packed depth + stencil: True

All extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control


Current buffers bit depths:
Color (red / green / blue / alpha): 8 / 8 / 8 / 0
Depth: 24
Index: 0
Stencil: 8
Accumulation (red / green / blue / alpha): 16 / 16 / 16 / 16
Double buffer: True
Multi-sampling (full-screen anti-aliasing) possible: True
Current: 1 samples per pixel


Stack depths:
Attributes: 16
Client attributes: 16
Modelview: 32
Projection: 4
Texture: 10
Name: 128


Limits:
Max clip planes: 8
Max lights (fixed-function limit): 8
Max eval order: 8
Max list nesting: 64
Max pixel map table: 65536
Max texture size: 32768
Max viewport dims (width, height): 32768 32768
Max texture units (shader pipeline): 32
Max texture units (fixed-function): 4
Max cube map texture size: 32768
Max 3d texture size: 16384
Max texture max anisotropy: 16
Query counter bits (for occlusion query): 32
Max renderbuffer size: 32768
Max line width: 1.00 10.00


Memory (in Kb):
Total: 4194304
Current: 2947744
Current for VBO: 0 (unknown)
Current for Textures: 0 (unknown)
Current for Renderbuffers: 0 (unknown)

Second PC:
OpenGL information (detected by view3dscene):


Version:
Version string: 4.6.0 Compatibility Profile Context 22.20.42.09.221129
Version parsed: major: 4, minor: 6, release exists: True, release: 0, vendor-specific information: “Compatibility Profile Context 22.20.42.09.221129”
Vendor-specific version parsed: major: 22, minor: 20, release: 42
Vendor: ATI Technologies Inc.
Vendor type: ATI

Renderer: AMD Radeon™ Vega 11 Graphics
Fglrx (ATI on Linux): False
Mesa: False

Buggy glGenerateMipmap(EXT): False
Buggy GL_LIGHT_MODEL_TWO_SIDE: False
Buggy VBO: False
Buggy shader shadow map: False
Buggy FBO rendering to multi-sampling texture: False
Buggy FBO rendering to cube map texture: False
Buggy swap buffers with non-standard glViewport: False
Buggy 32-bit depth buffer: False
Buggy GLSL gl_FrontFacing: False
Buggy GLSL read varying: False
Buggy Pure Shader Pipeline: True
Buggy Texture Size Above 2048: False
Buggy Shader Bump Mapping num_steps: False


Real versions available:
(checks both version string and actual functions availability in GL library, to secure from buggy implementations)

1.2: True
1.3: True
1.4: True
1.5: True
2.0: True
2.1: True
3.0: True
3.1: True
3.2: True
3.3: True
4.0: True


Features:
Shaders (GLSL) support: Standard
=> Enable deprecated (fixed-function) support: True
Multi-texturing: True
Framebuffer Object: Standard (or ARB “core extension”)
Multi-sampling for FBO buffers and textures: True
Vertex Buffer Object: True
GenerateMipmap available (and reliable): True
Cube map textures: Standard
Compressed textures supported: [DXT1_RGB, DXT1_RGBA, DXT3, DXT5]
3D textures: Standard
Textures non-power-of-2: True
Blend constant parameter: True
Float textures: True
Depth textures: True
Packed depth + stencil: True

All extensions: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_point_parameters GL_EXT_texture_edge_clamp GL_ARB_multitexture GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_OES_draw_texture GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_EXT_draw_buffers2 GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_uniform_buffer_object GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_AMD_bus_addressable_memory GL_AMD_pinned_memory GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_stencil8 GL_EXT_copy_image GL_EXT_draw_buffers_indexed GL_EXT_geometry_point_size GL_EXT_gpu_shader5 GL_EXT_sRGB_write_control GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_EXT_render_snorm GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_gpu_shader_int64 GL_ARB_parallel_shader_compile GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_ARB_gl_spirv GL_EXT_clip_cull_distance GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_EXT_nonuniform_qualifier


Current buffers bit depths:
Color (red / green / blue / alpha): 8 / 8 / 8 / 8
Depth: 24
Index: 0
Stencil: 8
Accumulation (red / green / blue / alpha): 0 / 0 / 0 / 0
Double buffer: True
Multi-sampling (full-screen anti-aliasing) possible: True
Current: 1 samples per pixel


Stack depths:
Attributes: 16
Client attributes: 16
Modelview: 32
Projection: 32
Texture: 32
Name: 0


Limits:
Max clip planes: 8
Max lights (fixed-function limit): 8
Max eval order: 40
Max list nesting: 0
Max pixel map table: 256
Max texture size: 16384
Max viewport dims (width, height): 16384 16384
Max texture units (shader pipeline): 32
Max texture units (fixed-function): 8
Max cube map texture size: 16384
Max 3d texture size: 2048
Max texture max anisotropy: 16
Query counter bits (for occlusion query): 64
Max renderbuffer size: 16384
Max line width: 1.00 8191.00


Memory (in Kb):
Total: 0 (unknown)
Current: 0 (unknown)
Current for VBO: 1041452
Current for Textures: 1041452
Current for Renderbuffers: 1041452

1 Like

This might be related to this bug Film grain shader bug when switching to full screen · Issue #529 · castle-engine/castle-engine · GitHub ---- also reproduced on Radeon videocard (or to be more specific on Windows drivers for Radeon). Looks like video memory got corrupted.

However, note that at some point in the past I’ve had a slightly similar problem with non-LibPng loading of PNG images and I’ve had to add a patch to FPC to be able to load image with transparent background correctly: fpc-patch · master · EugeneLoza / Swappy Jigsaw · GitLab Note that symptoms of that bug were slightly different: some (not all, just like in your case) PNG images with transparent background (again like your usecase) were loaded with mess instead of transparency under some circumstances (this is different - in your situation the whole image is corrupted, only transparent parts were affected in my case).

I wonder if you can try making a build using this commit Use view3dscene from another branch · castle-engine/castle-engine@74f18e2 · GitHub and see if there is a difference? To get CGE source from this specific commit check CGE repository using convenient GIT client and then switch to commit 74f18e2d1c0f680437063d41db9bf0a5f7916694, e.g. if you are using command-line then you can use there git checkout 74f18e2d1c0f680437063d41db9bf0a5f7916694 (and use git checkout master to return back to the latest commit).

Thanks for your reply. I don’t know how to use this build. I find it strange that the bug if it is the one you mentioned only affects 2 transforms on screen. I will try adding a 5th transform and see what it does.

I added a 5th Transform and it is shown allright. 2 and 3 are still scrambled.

Then I added a 6th Transform.
Now 3 is shown allright.
Shown allright are 1, 3 and 4 but the others are scrambled. So still 2 but also 5 which was shown allright when I placed 5 Transforms.

So this is a very strange thing as it makes no sense.

@Carring Thanks for the report and OpenGL information for both PCs – this is exactly what I needed.

The report from your 2nd PC (the one that exhibits the bug) shows that it is AMD Radeon, and it has “Buggy Pure Shader Pipeline: True” flag. This is a flag we removed in April, along with some related fixes for AMD Radeon GPUs. I didn’t make a proper news post about it, though mentioned it in posts Win64, LCL, simple shapes - something got broken - #35 by michalis , The new version cannot display text - #11 by michalis .

So, this may be a good news: Just upgrade to the latest CGE, Download | Castle Game Engine , and the bug may be gone :slight_smile:

If after upgrading, the bug will remain, please

  • Post again the “OpenGL Information” generated using the latest CGE.
  • We will likely need a simplest testcase to reproduce the issue.

Indeed I want to fix it – I want CGE to work reliably on 100% of machines (this also means that, even if something is a bug in video card drivers – we want to workaround it, so that it’s not visible for CGE programs).

This may or may not be connected to one of issues @eugeneloza mentions, we’ll see :slight_smile:

Thank you!

Thanks for your reply.
You said it was fixed in April but my latest update of CGE was 18 July so I am afraid it is not fixed or it is a different problem.
I cannot make a testcase right now as I am off for Holiday now and the AMD Radeon PC is at my workspace. After my Holidays I will redownload and install latest CGE anyway and make a testcase and upload it to you.

1 Like

Ah, then indeed it’s some different problem, maybe one the issues mentioned by Eugene.

I’m waiting for testcase then – thank you!

Oh!

But note: Your log shows

Buggy Pure Shader Pipeline: True

This does indicate the application was compiled with older CGE version. New CGE version doesn’t have a flag “Buggy Pure Shader Pipeline” at all.

Can you please check again? Make sure to use latest CGE from Download | Castle Game Engine and check result there. Get a log from it too – it should not have the line “Buggy Pure Shader Pipeline” at all.

I will! As soon as I have returned from my vacation. :wink:

(back from vacation).
Ok, I compiled with newest CGE but the Transforms are still scrambled like in the first picture (some of them just showing noisy rectangles).
Then I tried it on another PC, exactly the same brand and model and the Transforms are showing allright.
With View3dscene it showed “Buggy Pure Shader Pipeline” False.
But though it had the same hardware the built in graphic card was different.
But still I thought the first PC was malfunctioning. Because the pictures of CGE forum online all look sort of “damaged” in a strange way.
And I don’t understand why newest CGE would make a difference because I only use View3dscene to show the OpenGL info, without starting any program, or should I run my game code first and then View3dscene?

You don’t need to run view3dcene before building or executing your game – view3dscene is just a tool in the engine.

That said, we advise to check 3D/2D models using view3dscene. view3dscene itself uses CGE under the hood, and the CGE download from Download | Castle Game Engine always includes view3dscene (in “bin” subdirectory) built using exactly the same CGE version.

If the view3dscene shows "Buggy Pure Shader Pipeline” then it implies it’s an outdated version – as new CGE (and view3dscene made with new CGE) doesn’t have this property.

Hm, let’s make sure we are on the same page and that you test with latest CGE :slight_smile: Please:

  • Create a testcase to reproduce the problem
  • Make sure you build it with latest CGE from Download | Castle Game Engine .
    • If you execute the CGE editor from what, you can open the project, and click menu item “Help → System Information”, in the “Rendering” tab, it should show a log without any mention of "Buggy Pure Shader Pipeline”
    • If you execute the view3dscene from “bin” of that, it again should show a log without any mention of "Buggy Pure Shader Pipeline”.
    • Add to your application LogGLInformationVerbose := true in the initialization of the gamenitialize.pas unit . See e.g. examples/research_special_rendering_methods/test_rendering_opengl_capabilities/code/gameinitialize.pas how it is done in that example. This should produce detailed log (displayed in editor, or at runtime send to file – see Logging | Manual | Castle Game Engine , on Windows it will go to C:\Users\<user-name>\AppData\Local\<application-name>\<application-name>.log). Again, it should not mention "Buggy Pure Shader Pipeline” at all.
  • If the application build using this version still shows issues, please attach it here. I have one test laptop with older Radeon GPU, I can see if I can reproduce the issue there.
  • Attach here the log from your application, made on the system where rendering is faulty.

Ah, I get it. I had downloaded view3dscene as a seperate file from the site and this appears to be an old version.
I now have used the version that was compiled with newest CGE and this showed:

Vendor string: ATI Technologies Inc.
Vendor type: ATI
Special vendors:
Fglrx: False
Mesa: False

Renderer: AMD Radeon™ Vega 11 Graphics

Features:

Shaders (GLSL): True
Multi-texturing: True
Framebuffer Object: True
Multi-sampling for FBO buffers and textures: True
Vertex Buffer Object: True
Vertex Array Object: True
GenerateMipmap available (and reliable): True
Cube map textures: True
Compressed textures supported: [DXT1_RGB, DXT1_RGBA, DXT3, DXT5]
3D textures: True
Textures non-power-of-2: True
Blend constant parameter: True
Float textures: True
Depth textures: True
Shadow samplers (necessary for shadow maps): True
Packed depth + stencil: True
Texture Modern Formats + Swizzle: True
Shadow Volumes Possible (stencil buffer, two-sided stencil operations): True
Occlusion Query: True
Texture Max Level: True

Necessary to use deprecated fixed-function pipeline: False

Bugs:

Buggy VBO: False
Buggy FBO rendering to multi-sampling texture: False
Buggy FBO rendering to cube map texture: False
Buggy swap buffers with non-standard glViewport: False
Buggy 32-bit depth buffer: False
Buggy GLSL gl_FrontFacing: False
Buggy GLSL read varying: False
Buggy Texture Size Above 2048: False
Buggy Shader Bump Mapping num_steps: False


Current buffers bit depths:

Color buffer (red, green, blue, alpha): 8 / 8 / 8 / 8
Depth: 24
Stencil: 8
Double buffer: True
Multi-sampling (full-screen anti-aliasing) possible: True
Current: 1 samples per pixel

Sorry I have not done this yet. I have the impression there is a malfunction of the video card because even static png images appear strange:

Clipboard01

On every other PC it shows

Other pictures:

On the problem PC:

On other PC:

So there is a rendering problem, maybe a hardware defect of this VEGA card?

1 Like

Looks like it tries to render it through something like 16 colors? Maybe 256? Can you check the Monitor/Graphic Card setting? I’m not even sure if it’s still in Settings - the last time I’ve seen something under 8 bit color was in Windows 7 when I tried to set up compatibility with some ancient DOS/Win98 game (Wizardry 8?)

image

This screenshot looks terrible on the problem PC but looks good on another similar PC that also has 8 bit settings, so shoot me.
So it is a strange rendering problem but for instance images of other websites look ok on the problem PC.
It even may be a .png problem, I cannot compare it as I do not know if images on websites are .png or maybe other format.

It’s okay that the bit depth of the monitor is 8, it means 16.7 million colors (RGB 256x256x256). I think your problem is the video card.

1 Like

If you want to do this check, simply right-click on the image and use “save as”. In the dialog box it will show you the extension of the image.

Ah yes.
These appear to be jpeg files, so it indeed could be that it is a rendering problem of png images on this particular PC. I will test it with different file formats.

@michalis

Ok, here is the log file:

Log for “Rescue_Island”.
Version: 0.1.
Started on 2023-10-09 at 10:10:58.
Castle Game Engine version: 7.0-alpha.snapshot (commit 5b5bc2765504e25a12cf81bafcdfbceb63a5ced9).
Compiled with FPC 3.2.2.
Platform: Desktop, OS: Win64, CPU: x86_64 (this exe is using 64-bit architecture).
ZLib detected (version 1.2.3).
LibPng detected (version 1.4.0).
wgl: wglGetExtensionsStringARB not available, using classic ChoosePixelFormat
-------------------- Rendering Initialized begin
OpenGL information (detected by Rescue_Island):


Basic information:

Context requested: automatic

Version string: 4.6.0 Compatibility Profile Context 22.20.42.09.221129
Version parsed: major: 4, minor: 6, release exists: True, release: 0, vendor-specific information: “Compatibility Profile Context 22.20.42.09.221129”
Version in suffix, specific to vendor: major: 22, minor: 20, release: 42

Vendor string: ATI Technologies Inc.
Vendor type: ATI
Special vendors:
Fglrx: False
Mesa: False

Renderer: AMD Radeon™ Vega 11 Graphics


Confirmed versions:
(checks both version string and actual functions availability in the library, to secure from buggy implementations)

1.2: True
1.3: True
1.4: True
1.5: True
2.0: True
2.1: True
3.0: True
3.1: True
3.2: True
3.3: True
4.0: True


Features:

Shaders (GLSL): True
Multi-texturing: True
Framebuffer Object: True
Multi-sampling for FBO buffers and textures: True
Vertex Buffer Object: True
Vertex Array Object: True
GenerateMipmap available (and reliable): True
Cube map textures: True
Compressed textures supported: [DXT1_RGB, DXT1_RGBA, DXT3, DXT5]
3D textures: True
Textures non-power-of-2: True
Blend constant parameter: True
Float textures: True
Depth textures: True
Shadow samplers (necessary for shadow maps): True
Packed depth + stencil: True
Texture Modern Formats + Swizzle: True
Shadow Volumes Possible (stencil buffer, two-sided stencil operations): True
Occlusion Query: True
Texture Max Level: True

Necessary to use deprecated fixed-function pipeline: False

All extensions: 255 extensions: (0) GL_AMD_blend_minmax_factor (1) GL_AMD_bus_addressable_memory (2) GL_AMD_depth_clamp_separate (3) GL_AMD_gpu_shader_half_float (4) GL_AMD_gpu_shader_int16 (5) GL_AMD_gpu_shader_int64 (6) GL_AMD_pinned_memory (7) GL_AMD_sample_positions (8) GL_AMD_shader_trinary_minmax (9) GL_ARB_ES2_compatibility (10) GL_ARB_ES3_compatibility (11) GL_ARB_arrays_of_arrays (12) GL_ARB_base_instance (13) GL_ARB_bindless_texture (14) GL_ARB_blend_func_extended (15) GL_ARB_buffer_storage (16) GL_ARB_clear_buffer_object (17) GL_ARB_clear_texture (18) GL_ARB_clip_control (19) GL_ARB_color_buffer_float (20) GL_ARB_compatibility (21) GL_ARB_compute_shader (22) GL_ARB_conditional_render_inverted (23) GL_ARB_conservative_depth (24) GL_ARB_copy_buffer (25) GL_ARB_copy_image (26) GL_ARB_cull_distance (27) GL_ARB_debug_output (28) GL_ARB_depth_buffer_float (29) GL_ARB_depth_clamp (30) GL_ARB_depth_texture (31) GL_ARB_derivative_control (32) GL_ARB_direct_state_access (33) GL_ARB_draw_buffers (34) GL_ARB_draw_buffers_blend (35) GL_ARB_draw_elements_base_vertex (36) GL_ARB_draw_indirect (37) GL_ARB_draw_instanced (38) GL_ARB_enhanced_layouts (39) GL_ARB_explicit_attrib_location (40) GL_ARB_explicit_uniform_location (41) GL_ARB_fragment_coord_conventions (42) GL_ARB_fragment_layer_viewport (43) GL_ARB_fragment_program (44) GL_ARB_fragment_program_shadow (45) GL_ARB_fragment_shader (46) GL_ARB_framebuffer_no_attachments (47) GL_ARB_framebuffer_object (48) GL_ARB_framebuffer_sRGB (49) GL_ARB_geometry_shader4 (50) GL_ARB_get_program_binary (51) GL_ARB_get_texture_sub_image (52) GL_ARB_gl_spirv (53) GL_ARB_gpu_shader5 (54) GL_ARB_gpu_shader_fp64 (55) GL_ARB_gpu_shader_int64 (56) GL_ARB_half_float_pixel (57) GL_ARB_half_float_vertex (58) GL_ARB_indirect_parameters (59) GL_ARB_instanced_arrays (60) GL_ARB_internalformat_query (61) GL_ARB_internalformat_query2 (62) GL_ARB_invalidate_subdata (63) GL_ARB_map_buffer_range (64) GL_ARB_multi_bind (65) GL_ARB_multi_draw_indirect (66) GL_ARB_multisample (67) GL_ARB_multitexture (68) GL_ARB_occlusion_query (69) GL_ARB_occlusion_query2 (70) GL_ARB_parallel_shader_compile (71) GL_ARB_pipeline_statistics_query (72) GL_ARB_pixel_buffer_object (73) GL_ARB_point_parameters (74) GL_ARB_point_sprite (75) GL_ARB_polygon_offset_clamp (76) GL_ARB_program_interface_query (77) GL_ARB_query_buffer_object (78) GL_ARB_robustness (79) GL_ARB_sample_shading (80) GL_ARB_sampler_objects (81) GL_ARB_seamless_cube_map (82) GL_ARB_separate_shader_objects (83) GL_ARB_shader_atomic_counters (84) GL_ARB_shader_ballot (85) GL_ARB_shader_bit_encoding (86) GL_ARB_shader_clock (87) GL_ARB_shader_draw_parameters (88) GL_ARB_shader_group_vote (89) GL_ARB_shader_image_load_store (90) GL_ARB_shader_image_size (91) GL_ARB_shader_objects (92) GL_ARB_shader_precision (93) GL_ARB_shader_stencil_export (94) GL_ARB_shader_storage_buffer_object (95) GL_ARB_shader_subroutine (96) GL_ARB_shader_texture_image_samples (97) GL_ARB_shader_texture_lod (98) GL_ARB_shader_viewport_layer_array (99) GL_ARB_shading_language_100 (100) GL_ARB_shading_language_420pack (101) GL_ARB_shadow (102) GL_ARB_shadow_ambient (103) GL_ARB_sparse_buffer (104) GL_ARB_sparse_texture (105) GL_ARB_stencil_texturing (106) GL_ARB_sync (107) GL_ARB_tessellation_shader (108) GL_ARB_texture_barrier (109) GL_ARB_texture_border_clamp (110) GL_ARB_texture_buffer_object (111) GL_ARB_texture_buffer_range (112) GL_ARB_texture_compression (113) GL_ARB_texture_compression_bptc (114) GL_ARB_texture_compression_rgtc (115) GL_ARB_texture_cube_map (116) GL_ARB_texture_cube_map_array (117) GL_ARB_texture_env_add (118) GL_ARB_texture_env_combine (119) GL_ARB_texture_env_dot3 (120) GL_ARB_texture_filter_anisotropic (121) GL_ARB_texture_filter_minmax (122) GL_ARB_texture_float (123) GL_ARB_texture_gather (124) GL_ARB_texture_multisample (125) GL_ARB_texture_multisample_no_array (126) GL_ARB_texture_non_power_of_two (127) GL_ARB_texture_rectangle (128) GL_ARB_texture_rg (129) GL_ARB_texture_rgb10_a2ui (130) GL_ARB_texture_stencil8 (131) GL_ARB_texture_storage (132) GL_ARB_texture_storage_multisample (133) GL_ARB_texture_swizzle (134) GL_ARB_texture_view (135) GL_ARB_timer_query (136) GL_ARB_transform_feedback (137) GL_ARB_transform_feedback2 (138) GL_ARB_transform_feedback3 (139) GL_ARB_transform_feedback_instanced (140) GL_ARB_transform_feedback_overflow_query (141) GL_ARB_transpose_matrix (142) GL_ARB_uniform_buffer_object (143) GL_ARB_vertex_array_object (144) GL_ARB_vertex_attrib_64bit (145) GL_ARB_vertex_attrib_binding (146) GL_ARB_vertex_buffer_object (147) GL_ARB_vertex_program (148) GL_ARB_vertex_shader (149) GL_ARB_viewport_array (150) GL_ARB_window_pos (151) GL_ATI_draw_buffers (152) GL_ATI_meminfo (153) GL_ATI_separate_stencil (154) GL_ATI_shader_texture_lod (155) GL_ATI_texture_env_combine3 (156) GL_EXT_abgr (157) GL_EXT_bgra (158) GL_EXT_blend_color (159) GL_EXT_blend_equation_separate (160) GL_EXT_blend_func_separate (161) GL_EXT_blend_minmax (162) GL_EXT_blend_subtract (163) GL_EXT_clip_cull_distance (164) GL_EXT_color_buffer_half_float (165) GL_EXT_compiled_vertex_array (166) GL_EXT_copy_buffer (167) GL_EXT_copy_image (168) GL_EXT_debug_label (169) GL_EXT_depth_bounds_test (170) GL_EXT_direct_state_access (171) GL_EXT_draw_buffers2 (172) GL_EXT_draw_buffers_indexed (173) GL_EXT_draw_range_elements (174) GL_EXT_fog_coord (175) GL_EXT_framebuffer_blit (176) GL_EXT_framebuffer_multisample (177) GL_EXT_framebuffer_object (178) GL_EXT_framebuffer_sRGB (179) GL_EXT_geometry_point_size (180) GL_EXT_geometry_shader4 (181) GL_EXT_gpu_program_parameters (182) GL_EXT_gpu_shader4 (183) GL_EXT_gpu_shader5 (184) GL_EXT_memory_object (185) GL_EXT_memory_object_win32 (186) GL_EXT_multi_draw_arrays (187) GL_EXT_nonuniform_qualifier (188) GL_EXT_packed_depth_stencil (189) GL_EXT_pixel_buffer_object (190) GL_EXT_point_parameters (191) GL_EXT_polygon_offset_clamp (192) GL_EXT_provoking_vertex (193) GL_EXT_render_snorm (194) GL_EXT_sRGB_write_control (195) GL_EXT_secondary_color (196) GL_EXT_semaphore (197) GL_EXT_semaphore_win32 (198) GL_EXT_shader_image_load_store (199) GL_EXT_shader_integer_mix (200) GL_EXT_shader_io_blocks (201) GL_EXT_shadow_funcs (202) GL_EXT_stencil_wrap (203) GL_EXT_tessellation_point_size (204) GL_EXT_tessellation_shader (205) GL_EXT_texture3D (206) GL_EXT_texture_array (207) GL_EXT_texture_border_clamp (208) GL_EXT_texture_buffer (209) GL_EXT_texture_buffer_object (210) GL_EXT_texture_compression_bptc (211) GL_EXT_texture_compression_latc (212) GL_EXT_texture_compression_rgtc (213) GL_EXT_texture_compression_s3tc (214) GL_EXT_texture_edge_clamp (215) GL_EXT_texture_env_add (216) GL_EXT_texture_env_combine (217) GL_EXT_texture_env_dot3 (218) GL_EXT_texture_filter_anisotropic (219) GL_EXT_texture_format_BGRA8888 (220) GL_EXT_texture_integer (221) GL_EXT_texture_lod (222) GL_EXT_texture_lod_bias (223) GL_EXT_texture_object (224) GL_EXT_texture_rectangle (225) GL_EXT_texture_sRGB (226) GL_EXT_texture_sRGB_R8 (227) GL_EXT_texture_sRGB_RG8 (228) GL_EXT_texture_sRGB_decode (229) GL_EXT_texture_shared_exponent (230) GL_EXT_texture_snorm (231) GL_EXT_texture_storage (232) GL_EXT_timer_query (233) GL_EXT_transform_feedback (234) GL_EXT_vertex_array (235) GL_KHR_blend_equation_advanced (236) GL_KHR_blend_equation_advanced_coherent (237) GL_KHR_debug (238) GL_KHR_no_error (239) GL_KHR_parallel_shader_compile (240) GL_KHR_robust_buffer_access_behavior (241) GL_KHR_robustness (242) GL_NV_blend_square (243) GL_NV_copy_image (244) GL_NV_depth_buffer_float (245) GL_NV_primitive_restart (246) GL_NV_shader_atomic_int64 (247) GL_NV_texture_barrier (248) GL_OES_EGL_image (249) GL_OES_draw_texture (250) GL_OVR_multiview (251) GL_OVR_multiview2 (252) GL_OVR_multiview_multisampled_render_to_texture (253) GL_S3_s3tc (254) WGL_EXT_swap_control


Bugs:

Buggy VBO: False
Buggy FBO rendering to multi-sampling texture: False
Buggy FBO rendering to cube map texture: False
Buggy swap buffers with non-standard glViewport: False
Buggy 32-bit depth buffer: False
Buggy GLSL gl_FrontFacing: False
Buggy GLSL read varying: False
Buggy Texture Size Above 2048: False
Buggy Shader Bump Mapping num_steps: False


Current buffers bit depths:

Color buffer (red, green, blue, alpha): 8 / 8 / 8 / 8
Depth: 24
Stencil: 8
Double buffer: True
Multi-sampling (full-screen anti-aliasing) possible: True
Current: 1 samples per pixel


Limits:

Max clip planes: 8
Max lights (fixed-function limit): 8
Max texture size: 16384
Max viewport dims (width, height): 16384 16384
Max texture units (shader pipeline): 32
Max texture units (fixed-function): 2
Max cube map texture size: 16384
Max 3d texture size: 2048
Max texture max anisotropy: 16
Occlusion query counter bits: 64
Max renderbuffer size: 16384
Max line width: 1 8191


Memory (in Kb):

Total: 0 (unknown)
Current: 0 (unknown)
Current for VBO: 1041580
Current for Textures: 1041580
Current for Renderbuffers: 1041580

Since a few days the png pictures are showing ok (see my previous remarks in this topic). I do not know why, though there was an update in my browser. But since the images are shown ok it may have been a graphic card driver problem.

BUT when I run my game code there are still transforms that are displayed as a noisy rectangle.
This only happens on the PC with the above logfile, I tested it on 4 other PC’s and they show the transforms allright. So what could be wrong else?

Thank you for the log. Hm, OK, looks like something is wrong on that GPU – we are still interested in how to workaround it in CGE naturally.

The log doesn’t contain anything suspicious except

wgl: wglGetExtensionsStringARB not available, using classic ChoosePixelFormat

but then we get a completely normal and modern OpenGL context, so I’m not sure what can be wrong.

Can you post a testcase where you observe the broken rendering? I have one machine with older ATI GPU, I’ll test it. Maybe I’ll be able to reproduce the issue and play around then (see what may cause it).