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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Deferred lighting in Second Life causes system hiccups and screen flickering"
href="https://bugs.freedesktop.org/show_bug.cgi?id=73528#c41">Comment # 41</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Deferred lighting in Second Life causes system hiccups and screen flickering"
href="https://bugs.freedesktop.org/show_bug.cgi?id=73528">bug 73528</a>
from <span class="vcard"><a class="email" href="mailto:megwattt@gmail.com" title="MWATTT <megwattt@gmail.com>"> <span class="fn">MWATTT</span></a>
</span></b>
<pre>I'm able to reproduce the bug (with commit
97ec2c694fe568e375ec7a2b85c1acb1e4666b54 reverted) with a small program after
viewing a minecraft apitrace.
Apparently, if 2 textures are attached to a fbo (as GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1), GL_COLOR_ATTACHMENT1 is cleared and after that
glDrawBuffers(2, {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}) is called, but
the shader of the following drawing command doesn't write anything in the
second buffer (GL_COLOR_ATTACHMENT1), then it will hang.
I've attached a small code which reproduce the hang.</pre>
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