Wrong textures rendered
Posted: Mon Aug 19, 2019 12:25 am
Hello,
In my render loop I cycle through the textures used in the scene:
for(int texi=0;texi<textureCount;texi++) {
glBindTexture(GL_TEXTURE_2D, textures[texi]);
glDrawElements(GL_TRIANGLES, ... );
}
I'm getting wrong textures rendered in may batches unless I put a glFlush() in the loop, which makes it very slow.
My SDL2 G ES app works fine on PI 3 and many other platforms including XU4Q, Android, iPad
Any ideas?
In my render loop I cycle through the textures used in the scene:
for(int texi=0;texi<textureCount;texi++) {
glBindTexture(GL_TEXTURE_2D, textures[texi]);
glDrawElements(GL_TRIANGLES, ... );
}
I'm getting wrong textures rendered in may batches unless I put a glFlush() in the loop, which makes it very slow.
My SDL2 G ES app works fine on PI 3 and many other platforms including XU4Q, Android, iPad
Any ideas?