Hi, I have a huge problem with using FBO.
I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display.
I set the render target back to screen using glBindFrameBufferEXT(GL_FRAMEBUFFER_EXT, 0) at the end of my display function but the passes after that do not take effect. The screen seems to freeze..
What might be the cause? Any guesses?