If its not only on my pc there is a bug somewhere when binding framebuffers.
It all depends on the framebuffer sizes.
Binding a smaller framebuffer then the previous one works
Binding a bigger framebuffer then the previous one does not work
Binding a framebuffer the same size as the previous one works
in the test case you can play with the target sizes in simpleInit()
targetsize = new int[]{
128, //CORRECT
256, //WRONG
512, //WRONG
1024, //WRONG
1024 //CORRECT
};
targetsize = new int[]{
1024, //WRONG But depends on the resolution of the window
512, //CORRECT
256, //CORRECT
128 //CORRECT
};
targetsize = new int[]{
128, //CORRECT
256, //WRONG
512, //WRONG
1024 //WRONG
};
Here is the testcase:
would be nice of someone else could test is before i spend time tracking down an issue that is only on my computer
TBH: The only reason i consider this a bug is because gl_scissors gets called after the call to gl_clear. If it would not be called at all this might be a feature
As a final post. Setting up the camera i am going to use before setting up the fremebuffer i am going to use fixes things too.
This makes me think that it is not bug, but well unexpected behavior.
Not going to fix because it is more a design decision.
Hopefully nobody ever runs into this issue and if yes this thread might help.