Yes. I figured out what my problem was in this case. I was creating more
texture image units than were provided by the phone, so only the last n
image units worked. The SGS 2 has very few image units, apparently.
Interestingly, making calls to invalid image units didn't raise any
errors. Once I put resource management around image units everything
started working as it should.
Thanks for the reply though!
Cheers
On 9/18/2011 6:11 PM, cybice wrote:
I do not understand step "5)" create a framebuffer and bind it to the
texture from #3
do you call *glFramebufferTexture *attaching texture as
GL_COLOR_ATTACHMENT/i/
or what?
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