Here is what I am doing.
- render to normals/depth frame buffer of a lower texture resolution(lx, ly) using glViewport
- switch to default frame buffer (which is of screen size) and clear color and depth and set to screensize with glViewport
If depth write is off -> full screen of texture preview is fine and textures are not corrupted (normal and depth textures of 1). But rendering of 3D objects is not possible as depth write is off
If depth write is on-> 3D objects can be rendered, but now the textures are corrupted and is visible on the 3D objects using normal and depth as textures and also in the preview
Previously I was rendering the final scene also in a FBO of lower texture resolution(lx, ly) and after it is done, I render to default FBO as a full screen quad with depth write off. This never manifested the problem as seen in the above scenario with depth write off.
This problem is experienced only on my Galaxy S1 (I-9000) driver 1.6, and not in my PC emulation. Can you suggest if this is a driver bug ? In my previous post, it was confirmed that I cannot use single FBO and multiple attachments and was a driver issue (since by openGL standards, this should work !!). Is this related to the same issue ? Is this driver planned for any update any time soon ?