Archives May 9, 2011
Watch your texture bindings when using FBO attachments
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Snaking.
I finally tracked down why the second "shadow" demo had regressed for OpenGLContext on AMD cards. Turns out that the order in which you bind/unbind textures and Frame Buffer Objects is very important. If you have a texture bound as the current TEXTURE_2D at the same time as it is attached to an FBO attachment ...