I’m currently programming a scientific imaging application using OpenGL.
I would like to know if OpenGL rendering (in term of retrieved pixel from FBO) is supposed to be fully deterministic when my code (C++ / OpenGL and simple GLSL) is executed on different hardware (ATI vs NVidia, various NVidia generations and various OS)?
More precisely, I’d need the exact same pixels buffer everytime I run my code on any hardware (that can runs basic GLSL and OpenGL 3.0)…
Is that possible? Is there some advice I should consider?
If it’s not possible, is there a specific brand of video card (perhaps Quadro?) that could do it while varying the host OS?
From the OpenGL spec (version 2.1 appendix A):
If you disable all anti-aliasing and texturing, you stand a good chance of getting consistent results across platforms. However, if you need antialiasing or texturing or a 100% pixel-perfect guarantee, use software rendering only: http://www.mesa3d.org/