While running on the PC with the PVR frame emulator we have no issues using GL_DEPTH_STENCIL_ATTACHMENT when calling InvalidateFrameBuffer. However when we move over to the headunit that is running the native Power VR series 6 system we are getting an GL_INVALID_OPERATION when we try and use a GL_DEPTH_STENCIL_ATTACHMENT in the InvalidateFrameBuffer. If on the other hand we do a GL_STENCIL_ATTACHMENT with a GL_DEPTH_ATTACHMENT it works fine. Any ideas?
This is in reference to the ticket 628.