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When rendering inside a FBO's texture, I'm not using glClear() but overwriting each fragment, GL_BLEND is set to true.

This works just fine, but I just realised when my laptop switch to economy mode, and I guess switch to egpu (intel 630) , the texture is full of garbage data when drawn.

here you can see first the working render, and then the garbage one. It should be exactly the same the only difference is my laptop is not plugged in AC

enter image description here enter image description here

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  • \$\begingroup\$ Sounds like a bug to log to Intel about their graphics driver. \$\endgroup\$
    – DMGregory
    Apr 30, 2021 at 18:53
  • \$\begingroup\$ I have the same problem on AMD Vega 8 graphics, wich is the hardware I need to use, but no problem on NVIDIA GTX1060, 2 againt one, I'm guessing something in my code. I'm wondering if this is not my problem, and if writting to a PBO instead would solve my problem \$\endgroup\$
    – ebkgne
    Apr 30, 2021 at 19:15
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    \$\begingroup\$ In the vast majority of cases, when something works on NVidia but fails on AMD or Intel, it usually means that you're doing something subtly wrong and NVidia is fixing it for you behind the scenes or otherwise letting you get away with it. Both Intel and especially AMD are known to be absolute sticklers for strongly obeying the OpenGL specifications, where NVidia drivers/hardware will often silently cope with a lot of issues. \$\endgroup\$ May 5, 2021 at 2:07
  • \$\begingroup\$ @TrevorPowell thanks for your answer, if NVidia is fixing, then there must be somthing I can do to , by adding some lines to my code or extensions ? \$\endgroup\$
    – ebkgne
    May 5, 2021 at 13:49

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