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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 ...


According to PowerVR "Swizzling the components of lowp vectors is expensive and should be avoided". Source: http://stackoverflow.com/questions/7251772/what-exactly-constitutes-swizzling-in-opengl-es-2-0-powervr-sgx-specifically

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