OpenGL ES 1.1

Hello,
I’m creating application that will connect to existing OpenGL ES 1.1 implementation but everything that application renders to screen frame buffer I want to render to FBO.
If developed application is using FBO I dismiss it.
So after GL context is created I create FBO with Color Attachment as Texture (RBGA, GL_UNSIGNED_BYTE) and Depth Attachment as RenderbufferStorage object (GL_DEPTH_COMPONENT16_OES).
The application I run works normal when displaying on screen and when I switch on my library it renders to FBO.
My question is what is impossible to render on FBO that renders on screen frame buffer ??
I have application that basically works fine but there are some frames that can’t be seen when rendering to FBO.
To see FBO I render it to screen frame buffer. I can send via email (there are quite big) logs of that application with call stack of that few frames that don’t work correctly.

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.