I am attempting to render to a texture, then render the texture to the screen, but it always seems to be blank no matter what I do. Can you guys take a look for me and see what I am missing here?
The basic idea is that it renders into the _preRenderColorbuffer, renders the scene into _mainRenderColorBuffer, then uses _postRenderColorbuffer to combine the results and perform all post-render effects, such as bloom effects, antialiasing, et cetera. I currently have it rendering the scene into _preRenderColorbuffer, and simply using _postRenderColorbuffer to render the texture to the screen. It doesn't work at all, from the looks of it, because I just get a black square in the middle of the screen. I am beginning to wonder if I can actually do this on iOS with OpenGL.