I am currently trying to use several framebuffers for each camera in my scene (more than 2). I am also using glDrawArraysInstancedBaseInstance to draw the scene. However, only one framebuffer gets outputted correctly when doing this (the first one).
I changed my glDrawArraysInstancedBaseInstance call to glDrawArrays call and each framebuffer got output (but it was obviously incorrect output), which reinforces my belief that the problem is with glDrawArraysInstancedBaseInstance. Finally, I render a skybox via glDrawArrays for each framebuffer, and that skybox is outputted correctly.
I would like to mention that I have been using glDrawArraysInstancedBaseInstance for a while and have had no problems, but I have only been using 1 framebuffer during that time. Only recently I tried to add more framebuffers and had this problem arise.
Pseudocode:
foreach framebuffer
bind framebuffer
render via baseInstanced (changed this to drawArrays and there was output)
unbind framebuffer
foreach framebuffer
blit framebuffer to texture
render quad using framebuffer texture
Does anyone have any ideas as to what is going on?