Yes. I figured out what my problem was in this case. I was creating more texture image units than were provided by the phone, so only the last n image units worked. The SGS 2 has very few image units, apparently. Interestingly, making calls to invalid image units didn't raise any errors. Once I put resource management around image units everything started working as it should.

Thanks for the reply though!

Cheers

On 9/18/2011 6:11 PM, cybice wrote:
I do not understand step "5)" create a framebuffer and bind it to the texture from #3 do you call *glFramebufferTexture *attaching texture as GL_COLOR_ATTACHMENT/i/
or what?
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