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Henri Verbeet authored
Updating a texture while it is attached to the currently bound FBO is something GL implementations tend to get wrong. NVIDIA fails at glTexSubImage2D(), fglrx and Mesa with glTexImage2D(). I'm afraid to try what happens on OS X. Fortunately we never use glTexImage2D() while a texture is attached to an FBO, so we only need to care about glTexSubImage2D().
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