Just figured that one out... Apparently, ATI&#39;s fglrx drivers suck as they are apparently missing a huge chunk from the 2.0 spec:<br><br>
 glBlendEquationSeparate<br>
 glDrawBuffers<br>
 glStencilOpSeparate<br>
 glStencilFuncSeparate<br>
 glStencilMaskSeparate<br>
 glAttachShader<br>
 glBindAttribLocation<br>
 glCompileShader<br>
 glCreateProgram<br>
 glCreateShader<br>
 glDeleteProgram<br>
 glDeleteShader<br>
 glDetachShader<br>
 glDisableVertexAttribArray<br>
 glEnableVertexAttribArray<br>
 glGetActiveAttrib<br>
 glGetActiveUniform<br>
 glGetAttachedShaders<br>
 glGetAttribLocation<br>
 glGetProgramiv<br>
 glGetProgramInfoLog<br>
 glGetShaderiv<br>
 glGetShaderInfoLog<br>
 glGetShaderSource<br>
 glGetUniformLocation<br>
 glGetUniformfv<br>
 glGetUniformiv<br>
 glGetVertexAttribdv<br>
 glGetVertexAttribfv<br>
 glGetVertexAttribiv<br>
 glGetVertexAttribPointerv<br>
 glIsProgram<br>
 glIsShader<br>
 glLinkProgram<br>
 glShaderSource<br>
 glUseProgram<br>
 glUniform1f<br>
 glUniform2f<br>
 glUniform3f<br>
 glUniform4f<br>
 glUniform1i<br>
 glUniform2i<br>
 glUniform3i<br>
 glUniform4i<br>
 glUniform1fv<br>
 glUniform2fv<br>
 glUniform3fv<br>
 glUniform4fv<br>
 glUniform1iv<br>
 glUniform2iv<br>
 glUniform3iv<br>
 glUniform4iv<br>
 glUniformMatrix2fv<br>
 glUniformMatrix3fv<br>
 glUniformMatrix4fv<br>
 glValidateProgram<br>
 glVertexAttrib1d<br>
 glVertexAttrib1dv<br>
 glVertexAttrib1f<br>
 glVertexAttrib1fv<br>
 glVertexAttrib1s<br>
 glVertexAttrib1sv<br>
 glVertexAttrib2d<br>
 glVertexAttrib2dv<br>
 glVertexAttrib2f<br>
 glVertexAttrib2fv<br>
 glVertexAttrib2s<br>
 glVertexAttrib2sv<br>
 glVertexAttrib3d<br>
 glVertexAttrib3dv<br>
 glVertexAttrib3f<br>
 glVertexAttrib3fv<br>
 glVertexAttrib3s<br>
 glVertexAttrib3sv<br>
 glVertexAttrib4Nbv<br>
 glVertexAttrib4Niv<br>
 glVertexAttrib4Nsv<br>
 glVertexAttrib4Nub<br>
 glVertexAttrib4Nubv<br>
 glVertexAttrib4Nuiv<br>
 glVertexAttrib4Nusv<br>
 glVertexAttrib4bv<br>
 glVertexAttrib4d<br>
 glVertexAttrib4dv<br>
 glVertexAttrib4f<br>
 glVertexAttrib4fv<br>
 glVertexAttrib4iv<br>
 glVertexAttrib4s<br>
 glVertexAttrib4sv<br>
 glVertexAttrib4ubv<br>
 glVertexAttrib4uiv<br>
 glVertexAttrib4usv<br>
 glVertexAttribPointer<br><br>That being said, is there a way to force GL to be pre 2.0 even though the driver says otherwise? This way I would still have ARB version of those objects...<br><br>One way to do this is obviously to hand-edit Base/glew.h and remove mention of the GL 
2.0, but there perhaps should be a more &quot;elegant&quot; way with a configure flag (I am a total newb when it comes to editing configure scripts, though).<br><br>Ico<br><br>