Hello Michael,

On 2014-10-07 13:14, Michael Raab wrote:
> this way it works much better. But there is one thing remaining. We have
> some shaders that a time dependent. So I have to update a uniform
> variable before each frame.

ok.

> During video capture I have to update that var, render to FBO (for the
> video frame) and afterwards render to backbuffer (the usual frame). The
> variable update seems to affect only the FBO rendering.

just to make sure I understand it correctly: the variable has (or should 
have) the same value when rendering to the FBO and the regular back buffer?

> In the usual scene rendering the timed shader behavior stops until the
> video capturing gets stopped. I checked with gDebugger and in case of
> capturing the video the GLContext receives a copy of the initial shading
> program and the variable update seems to affect only this.

Hmm, here I'm not sure I can follow: my understanding was that your 
setup now only has one GL context (Window) that is used for both 
rendering to the FBO as well as the regular back buffer and so there 
should only be one instance of the shader program? Do you think you can 
track down where that copy comes from, because I have a feeling that 
there should not be a copy in the first place - that way there would 
also not be any confusion which program's uniform value gets updated.

        Cheers,
                Carsten

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