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I figured it after found some sample code. Basically, after I bind the render buffer, the current render buffer is bound to the depthRenderBuffer, However, the bound rendering buffer while presenting must be a color render buffer. after I added another line of code at the end, it works. Hope this helps somebody in the future. // Make the Color Render Buffer ...


Your points seem reasonable. For static elements that are set up once and never change, you can certainly pack them into a GL_STATIC_DRAW buffer and keep it alive for as long as needed. If you still have to move these static elements around in the screen, then this approach is not very interesting anymore because each would need a transformation matrix that ...

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