Created attachment 435 [details] self-contained main() test This report is a continuation of this thread: http://www.ardor3d.com/forums/viewtopic.php?f=10&t=12582 I transformed my Ardor3D test code (with the teapot) to pure JOGL code as good as I could. Although I haven't replicated it 1:1, the desired effects are visible. My use case is rendering single frames and saving them to files. When setting caps.setFBO(true); and using a texture from a file [1], then subsequent frames corrupt the texture/scene. I don't think it is really related to using a texture from a file. The only thing I noticed was that everything is fine when I use a self-generated 1D stripe texture (also in the code). Please confirm if you see the same effects. I use jogl 2.0rc11 and do tests on Windows atm, although I remember seeing similar problems on Linux when I tried FBOs a while ago. [1] https://raw.github.com/Renanse/Ardor3D/master/ardor3d-examples/src/main/resources/com/ardor3d/example/media/images/ardor3d_white_256.jpg
Created attachment 436 [details] first and second frame
Created attachment 437 [details] third frame
Bug 709: Testing texured demo w/ FBO, comparing w/ onscreen - No corruption. Put your demo in our unit tests, while rendering it onscreen and w/ FBO. Screenshots show now difference.
Why did you mark this as invalid? Are you saying my code was partially wrong and you fixed it? Does the problem happen on your machine when you use my original class as-is?
(In reply to comment #4) > Why did you mark this as invalid? Are you saying my code was partially wrong > and you fixed it? Does the problem happen on your machine when you use my > original class as-is? The only semantical GL change I did was to do a tex.bind(..) glEnable(TEX..2D) maybe this was the issue, I don't know. FBO deals w/ textures, hence texture selection should happen always. Invalid, b/c it's not a JOGL bug itself, but more a misunderstanding of usage. However, we can discuss this further, i.e. how to avoid or notify people to avoid it. Pls also note that we have tons of GLAutoDrawable test w/ on- and offscreen [fbo, pbuffer] testing this - you may check those results/code as well com.jogamp.opengl.test.junit.jogl.acore.Test*GLAutoDrawable*