Sigh, again. Sorry. Maybe report the graphic card, lets' see if there's a pattern. Same with green and blue maps? With native and new objects alike?
The new brf uses like 4 more shaders than the last version one: one additional bumbmaps shader (for green ones) for each old bumpmap shader. Plenty of rooms for possible errors.
As for OpenGL2.0, the confusion is my fault. I should not have labelled that option "use 2.0 or not". It uses 2.0, but that's not the point. The point is that I cannot even use two textures (bump and color) or anything like that without using opengl extensions, and extensions have to be enabled via glew, and glew makes a few machines out there just crash because it is a twisted, horrible, badly maintained, ugly-stepchild monster of the of graphic card drivers and APIs family. So it is not a matter of OpenGL 2.0, it is a matter of extensions. There is no way I can make a bumpmap shader without extensions, and I found no way currently I can use OpenGL extensions without making a few computer here and there crash. Hence the mislabelled "openGL 2.0" option.
Hopefully, soon QT library will embed these mechanism and when it will make sure my calls are executed correctly on any card (or that at least there is some reliable diagnostics and smooth fallback solutions if not). At that point, probably we will stop having problems.