Thanks for the reply - but
1 - The C runtime didn't make any difference.
2 - GPU Cabs viewer from
http://www.ozone3d.net/gpu_caps_viewer/?from-gpu-caps-viewer seems to list the opengl capabilities :-
Extract follows :-
===================================[ OpenGL GPU Capabilities ]
- OpenGL Version: 2.0.5529 WinXP Release
- GLSL (OpenGL Shading Language) Version: 1.10
- ARB Texture Units: 8
- Vertex Shader Texture Units: 0
- Pixel Shader Texture Units: 16
- Geometry Shader Texture Units: 0
- Max Texture Size: 2048x2048
- Max Anisotropic Filtering Value: X16.0
- Max Point Sprite Size: 1024.0
- Max Dynamic Lights: 8
- Max Viewport Size: 4096x4096
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 4096
- Max Geometry Uniform Components: 0
- Max Varying Float: 44
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[yes]
- Multiple Render Targets / Max draw buffers: 4
- Pixel Buffer Objects (PBO) Support:[no]
- S3TC Texture Compression Support:[yes]
- ATI 3Dc Texture Compression Support:[no]
- Texture Rectangle Support:[no]
- Floating Point Textures Support:[no]
- MSAA: 2X
- MSAA: 4X
- MSAA: 6X
- OpenGL Extensions: 100 extensions
<li>GL_ARB_multitexture</li>
<li>GL_EXT_texture_env_add</li>
<li>GL_EXT_compiled_vertex_array</li>
<li>GL_S3_s3tc</li>
<li>GL_ARB_depth_texture</li>
<li>GL_ARB_fragment_program</li>
<li>GL_ARB_fragment_program_shadow</li>
<li>GL_ARB_fragment_shader</li>
<li>GL_ARB_multisample</li>
<li>GL_ARB_occlusion_query</li>
<li>GL_ARB_point_parameters</li>
<li>GL_ARB_point_sprite</li>
<li>GL_ARB_shader_objects</li>
<li>GL_ARB_shading_language_100</li>
<li>GL_ARB_shadow</li>
<li>GL_ARB_shadow_ambient</li>
<li>GL_ARB_texture_border_clamp</li>
<li>GL_ARB_texture_compression</li>
<li>GL_ARB_texture_cube_map</li>
<li>GL_ARB_texture_env_add</li>
<li>GL_ARB_texture_env_combine</li>
<li>GL_ARB_texture_env_crossbar</li>
<li>GL_ARB_texture_env_dot3</li>
<li>GL_ARB_texture_mirrored_repeat</li>
<li>GL_ARB_transpose_matrix</li>
<li>GL_ARB_vertex_blend</li>
<li>GL_ARB_vertex_buffer_object</li>
<li>GL_ARB_vertex_program</li>
<li>GL_ARB_vertex_shader</li>
<li>GL_ARB_window_pos</li>
<li>GL_ARB_draw_buffers</li>
<li>GL_ATI_draw_buffers</li>
<li>GL_ATI_element_array</li>
<li>GL_ATI_envmap_bumpmap</li>
<li>GL_ATI_fragment_shader</li>
<li>GL_ATI_map_object_buffer</li>
<li>GL_ATI_separate_stencil</li>
<li>GL_ATI_texture_env_combine3</li>
<li>GL_ATI_texture_float</li>
<li>GL_ATI_texture_mirror_once</li>
<li>GL_ATI_vertex_array_object</li>
<li>GL_ATI_vertex_attrib_array_object</li>
<li>GL_ATI_vertex_streams</li>
<li>GL_ATIX_texture_env_combine3</li>
<li>GL_ATIX_texture_env_route</li>
<li>GL_ATIX_vertex_shader_output_point_size</li>
<li>GL_EXT_abgr</li>
<li>GL_EXT_bgra</li>
<li>GL_EXT_blend_color</li>
<li>GL_EXT_blend_func_separate</li>
<li>GL_EXT_blend_minmax</li>
<li>GL_EXT_blend_subtract</li>
<li>GL_EXT_clip_volume_hint</li>
<li>GL_EXT_draw_range_elements</li>
<li>GL_EXT_fog_coord</li>
<li>GL_EXT_framebuffer_object</li>
<li>GL_EXT_multi_draw_arrays</li>
<li>GL_EXT_packed_pixels</li>
<li>GL_EXT_point_parameters</li>
<li>GL_EXT_rescale_normal</li>
<li>GL_EXT_secondary_color</li>
<li>GL_EXT_separate_specular_color</li>
<li>GL_EXT_shadow_funcs</li>
<li>GL_EXT_stencil_wrap</li>
<li>GL_EXT_texgen_reflection</li>
<li>GL_EXT_texture3D</li>
<li>GL_EXT_texture_compression_s3tc</li>
<li>GL_EXT_texture_cube_map</li>
<li>GL_EXT_texture_edge_clamp</li>
<li>GL_EXT_texture_env_combine</li>
<li>GL_EXT_texture_env_dot3</li>
<li>GL_EXT_texture_filter_anisotropic</li>
<li>GL_EXT_texture_lod_bias</li>
<li>GL_EXT_texture_mirror_clamp</li>
<li>GL_EXT_texture_object</li>
<li>GL_EXT_texture_rectangle</li>
<li>GL_EXT_vertex_array</li>
<li>GL_EXT_vertex_shader</li>
<li>GL_HP_occlusion_test</li>
<li>GL_NV_blend_square</li>
<li>GL_NV_occlusion_query</li>
<li>GL_NV_texgen_reflection</li>
<li>GL_SGI_color_matrix</li>
<li>GL_SGIS_generate_mipmap</li>
<li>GL_SGIS_multitexture</li>
<li>GL_SGIS_texture_border_clamp</li>
<li>GL_SGIS_texture_edge_clamp</li>
<li>GL_SGIS_texture_lod</li>
<li>GL_SUN_multi_draw_arrays</li>
<li>GL_WIN_swap_hint</li>
<li>WGL_EXT_extensions_string</li>
<li>WGL_EXT_swap_control</li>
<li>WGL_ARB_extensions_string</li>
<li>WGL_ARB_make_current_read</li>
<li>WGL_ARB_multisample</li>
<li>WGL_ARB_pbuffer</li>
<li>WGL_ARB_pixel_format</li>
<li>WGL_ARB_render_texture</li>
<li>WGL_ATI_pixel_format_float</li>
<li>WGL_ATI_render_texture_rectangle</li>
The stablity test "fur renering" works.
The OpenGL Demos
HDR + OF + RADIAL BLUR - ERRPR [TONEMAPPING] PIXEL SHADER ERROR - then errora about cast int/float
HW GEOMETRY INST -> "this demo requires the support of opengl geometry nstancing"
Softshadows error = spohgpassshader pixel shader error: error:0:20 - can't convert from const int to float
point sprote partciles works ok
vertex displacement mapping "This demo reuiqres opengl 2.0 and one vertx txteure unit"
cel shading works
Does it look like it's the actual openGL drivers are at fault? Should I be contacting Andy@ultimarc, and if so - asking what?
(As a side note - I've only ever got the drivers as supplied from ultmarc work on the avga 2 pci express. (I've tried a few other things to get custom reolutions to work - and nothing has worked - including the Offical catalyst drivers - omega drivers/dna drivers - soft15khz-powerstrip. Also the vista32 drivers don't seem to work on xp either.)
Thanks again - any other suggestions?