I got a Problem and really don't know right now where i got wrong. I built a simple OpenGL-Application where I used a fragment-shader to render some stuff.
I then added an OpenGLFrameBuffer*, an Image and a Graphics object that draws onto my Image.
In the renderOpenGL() method I fill the Image with a randomly generated color with Graphics->fillAll(Colour).
Then I generate a OpenGLFrameBuffer* from the Image with OpenGLImageType::getFrameBufferFrom(Image)
and pass it to the shaderProgram as a uniform with texUniform->set(frameBuffer->getTextureID());
The Window diplays the random color correctly, but when i do something like this in the fragment-shader:
// gl_FragColor = texture2D(tex, texCoordOut); gl_FragColor = vec4(texCoordOut, 1.0, 1.0);
It still shows the blinking framebuffer.
Can somebody help me? It seems like the usage of a framebuffer object simply "deactivates" the shaderProgram.