I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed).
If I force glDepthMask to be true the entire time, everything works fine.
I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off?
I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.