Hi,

We are seeing strange inconsistencies using FBO and SimpleStage, where 
the rendered-to texture is often black, but sometimes correct, depending 
on viewing angle, whether validateAllGLObjects() is run or not (usually 
better results when running), etc.

Aye, there be gremlins afoot, methinks... ;)

I've been beating my head against this for some days now, and it's hard 
to isolate it because it is (as usual) in the middle of a rather big 
system. (We have a 400mb 3D-texture, amongst other things.. :)

Basically, we have two stages, and then the scene itself. First stage 
render a background to the texture buffer, second stage render some 3d 
into the texture (using the same TextureBuffer, and only covering part 
of the texture, hence the need for two stages, with different sizes). 
Then the texture is used as a simple decal in the scene.

I've recently updated to r2151 but that didn't help.

Any ideas, before I spend another day writing an app from scratch to try 
and nail down the bug?

Cheers,
/Marcus





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