Hi Robert,

thanks for your suggestion. Meanwhile I found a hack to fix my problem:
I added some GL_ALPHA-textured quads to the scene with alpha 0 (mimicing
osgText). Don't ask me why.

thanks again,

Stephan



Am 27.06.11 17:52, schrieb Robert Osfield:
> HI Stephan,
> 
> I don't have any idea what might be up with the driver, it's rather
> counter-intuitive that doing the on screen stats would improve things.
> 
> My own suggestion would be to add a final draw callback to the
> viewer's Camera that calls glFlush or glFinish to see if either of
> these has an effect.  This might provide you a bit more feel for the
> nature of the driver bug.

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