I made a first pass at using frame buffers for rendering to a texture, but
I'm having a puzzling (to me) problem. It seems that not all OpenGL
functions are operating while the frame buffer texture is actively bound.
For example, Setting a clear color and using glClear() isn't clearing the
texture, but rather then main display. Setting a new color and drawing
lines while the frame buffer texture is actively bounds draws to the
texture as expected, but then the background color of the texture object
becomes the same as the line color.
Any suggestions off the top of your heads, or do you need to see my code?
My code is encapsulated in a class, so I would need to unroll the
execution
and extract the gl* function sequence. But if no one has any suggestions
without seeing the code, I'll post it. Before I do that, I wanted to see
if this problem rang any bells.


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