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(+1)

After that example code uses LoadLibrary to load up OpenGL and initialize a bunch of API function pointers, it calls FreeLibrary because it doesn’t need the library handle anymore. But wouldn’t that close the entire library and invalidate all those function pointers? I guess if OpenGL is itself loaded into shared memory, a different process keeps it open, and Windows doesn’t invalidate the address space in the application, it could still work? But if that was happening, I’m not sure why OpenGL would just nondeterministically not work, I think it would crash.

So I’m confused about that. I didn’t read the source code listing super closely so I might have overlooked something obvious. But I can’t help but wonder if you’re using example code that itself is unreliable in some way. I wonder what else that code listing is dropping before it’s actually done with it…

What version of Windows are you using? What CPU is it running on?

hopefully this is quite interestingly solved ;) i'll repeat it here in case it's buried on discord,

in bb1 i have an array of "random values" passed as a 1D uniform. later, i decided this was silly and declared the float array inside the shader. apparently the crux is that nvidia opengl driver are characteristically tolerant of opengl code whereas other drivers don't like this. it was quite vexing because there was so little difference between the two forms, but that is it. i've uploaded builds with the array on a 1D uniform. we'll see, but i'm guessing that nails it and provides what would have been an extremely elusive, at least for me on my own, solution! :) super thanks for sticking with me here, i'd say this issue has plagued the last 6 months of my releases unknowingly..