I am trying to run Enjalot's Part 2 demo from here:
and if I force it to use a CPU context, it seems to work fine, but if I force a GPU context (my HD7970) it doesn't seem to ever actually update the vertex points. It just stays with the points in their initial positions. Any ideas?
I am chasing down the order of operations angle. It looks like the existing code creates the objects in this order:
1) initialize glut
2) create vbo objects using opengl calls
3) create the CL context
4) create CL buffer objects
Is there any reason why the AMD CPU context would work fine, but the GPU would fail this way?