Hello Marcus,

Marcus Lindblom wrote:
> 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?

hm, just a guess out of the blue: could it be that your stage is frustum 
culled? Try disabling it with RenderAction::setFrustumCulling(false); 
after updating to r2159, otherwise it will keep resetting after every 
frame...

        Cheers,
                Carsten

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