   OpenGL 3.0 on Linux
  Ok, before I start pulling my hair out, has anyone *ever* managed to create a GL3 context using an ati card on linux? GL2.1 contexts work fine with the new glXCreateContextAttribsARB method. Try to request GL3 - segfault.If you happen to have a GL3 capable card (i.e. ati 2x00 or nvidia 8x00 and higher), can you please run the following program?wget http://www.opentk.com/files/issues/gl3.cppg++ gl3.cpp -o gl3 -lX11 -lGL./gl3It simply tries to create a GL3 context and render some colors.Does it work for you? What is your hardware? Driver version? x86 or x86_64?   
  deleted   ;  Yes, this is with catalyst 9.2.   ;  Works here, GeForce 8400GS on Dell XPS m1330. ArchLinux i686, 180.29 NVIDIA drivers.   ;  I also get segfault both with your code and the new NeHe tutorials. (Catalyst 9.2)   ;  This looks like a driver bug, then. Let's hope it catalyst 9.3 works better in this regard.   ;  I hope it is not a driver bug; if it is, it would mean they have released an OpenGL 3 driver without testing it even with a single ogl 3.0 application!   ;  Opengl.org seems down right now, but there is a post about glBindBuffer() failing on Ati/GL3 - so this is certainly possible. :)Context creation works on windows at least, so this looks like a linux-specific issue.   ;Quote:Original post by KambizI hope it is not a driver bug; if it is, it would mean they have released an OpenGL 3 driver without testing it even with a single ogl 3.0 application!So it would not be out of character then, with 9.1 you could not even query the version. Lets be honest ATI are renowned for making crappy drivers, this is nothing new.;Quote:Original post by FiddlerOpengl.org seems down right now, but there is a post about glBindBuffer() failing on Ati/GL3 - so this is certainly possible. :)Yeah, that is my post. glBindBuffer(GL_ARRAY_BUFFER, id) doesn't work in forward compatible context on Windows, HD2400. It gives me GL_INVALID_OPERATION error (id of course is normal buffer id gotten from glGenBuffers). And it doesn't matter if VAO is bound or not, if shader is bound or not... In full context it works fine.   