well having written some hacks for multiplayer games like QuakeLive or Call of Duty 4, i think the best way is to check critical functions in the graphics API that could be hooked and used for hacks. obviously you should also check the functions in your own code.
punkbuster seems to only scan the first bytes of DrawIndexedPrimitive for example and you can easily circumvent that by doing a hook mid-function, so thats a mistake you dont want to make ;)
you might also set some breakpoints on read access to critical structures (for example player positions)
however i dont know if this would be possible in real time.
another way is to check all 3rd party modules for signaturs of known hacks (i think most anticheats rely a lot on this).
if you like a challenge, you can also try to write some kind of intelligent cheat detection code that detects if a piece of code accesses data it shouldnt access (your games internal data)
those are just ideas though, ive never done anything like this
You need to have OpenGL 4.2 or better if you want to use this extension.
are you sure? because why would AMD/ATI add the functions to the driver if it can never be supported? the ATI 4650 is a DX10/GL3.3 card so itll never have GL4.2 because its lacking the hardware EDIT: you could be right tho... GL_MAX_IMAGE_UNITS_EXT is 0 =((
just posting this here for the people facing similar problems
this code should render a blue background with a yellow quad in the center with a turquoise triangle in it (the quad is yellow because the texcoords Z is 1 if it were 0 the quad would be red) however if someone finds anything wrong with my code feel free to point any mistakes out (apart from every 2nd function call being deprecated)