I have a little test right now. Basically if I don't bind a depth render target, the color buffer get's written to. If I bind one, the color buffer does not.
pglBindRenderbuffer( GL_RENDERBUFFER, m_PlatformData.m_TargetHandle ); GL_ERROR( "Failed to bind the renderbuffer" ); pglFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_PlatformData.m_TargetHandle ); GL_ERROR( "Failed to attach the render buffer to the frame buffer" );
pglFramebufferTexture( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_Texture->m_Texture, 0 ); GL_ERROR( "Failed to set the render target as a texture" );
Does anyone have any ideas as to why this may be happening?