Just figured that one out... Apparently, ATI'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 "elegant" way with a configure flag (I am a total newb when it comes to editing configure scripts, though).<br><br>Ico<br><br>