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wglShareLists does not apply to fragment shaders?

christianbuchner
Beginner
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Hi,

developing a GPGPU application that makes use of OpenGL pbuffers on Intel 945 GMA, I noticed that I have to run each ARBFP1.0 fragment shader through the assembler/compiler individually for each OpenGL context associated to a pbuffer.
This creates some extra overhead and consumes more memory.

The wglShareLists() API call works with textures and other OpenGL objects, but apparently shaders are not included.

Is this by design or is this a driver bug?


With kind regards,

Christian Buchner

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Chuck_De_Sylva
Beginner
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It should. Which part are you trying to use this call on?
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