FBO purely discard fragment shaders under some conditions… download this test: http://www.divideconcept.net/misc/fbo-bug.zip
And read “FBO BUG README.txt” inside the zip… the problem comes from the shader file “frontfrag.txt”.
Any tip ? What’s happening ?
This bug is happening with all the latest Nvidia drivers I’ve tested (76.44,76.50,76.91) and my graphic card is a geforce fx 5200
Tip: Add glGetError calls!
The program throws multiple errors due to glUniform called while no program is current and as a consequence all texture samplers point to unit 0 and throw some more errors.
Man I love you !
You’re right my uniform calls were placed before programs were actually selected, forgot this could be a problem. Now everything works as planned.
But tell me, how have you detected theses calls ?