The wrapper for GLSL (and other things) I wrote (http://
hg.codeflow.org/gletools) and the subsequent (mandatory) GOL example
(http://hg.codeflow.org/gletools/file/6ba78b1c86f7/examples/
game_of_life/app.py) do not suffer the "blackness" problem because it
uses two textures and switches between them. Draw routine quoted
below:

@window.event
def on_draw():
    global front, back

    framebuffer.textures[0] = front

    window.clear()
    with nested(framebuffer, program, back):
        quad()

    with front:
        quad()

    fps.draw()

    front, back = back, front
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