Comment # 12
on bug 91656
from Marek Olšák
(In reply to Daniel Scharrer from comment #11) > There is also a glClear though. Currently the texture read ends up with the > data before the clear (uninitialized for the first frame, unitialized > content with the fog of war blended on top n times for subsequent frames). > Are you saying the texture reads should get the color from the clear without > any synchronization? No, glClear+glDraw indeed requires a barrier in between.
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