Hi,

Some of the linux users of my OsgOculus implementation are reporting flickering 
images. The piece of code which seems to be the offender is the renderToTexture 
camera setup:


Code:

...
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
...




If they change the setDrawBuffer() and setReadBuffer() to GL_BACK instead the 
flickering disappears. Same thing if they remove the setDrawBuffer() and 
setReadBuffer() calls entirely.

I was under the impression that GL_FRONT should be used when working with frame 
buffer objects. Could someone educate me why they are seeing this behavior? 

Cheers,
Björn

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