Whenever I call glBufferStorage(...) the subsequent glBindBuffer(..) always crashes. Ex:
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 1);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(unsigned int) * 100, NULL, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT | GL_MAP_READ_BIT );
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 2); // <- CRASH HERE!
If I remove the glBufferStorage(...) call, the subsequent glBindBuffer calls dont crashes!
This code was working normally in my Desktop under a GTX650 Ti and PhenonII x6, with openGl installed via NugeT on VS2015 ( nupengl.core package ). Then I pasted the entire project folder to my Notebook ( GeForce 740M / i7 ), removed the openGl nuget package and reinstalled it.
How can I proceed to investigate what is wrong? Is this logical error or maybe gpu driver error?
I could make it.
As stated, I moved my project from Desktop to Laptop. My laptop have newer OpenGL support than Desktop, but my Laptop was using the CPU graphics ( Intel HD Graphics ) instead of dedicated GPU GeForce 740M.
This way, my OpenGL program was executing on a device that not supports some newer OpenGL features, like the GL_SHADER_STORAGE_BUFFER target, and that's why it crashes.