Hi, you guys. I am developing a software on android, which will render two textures using the same shader while binding to different framebuffers and textures. These textures will adjust transparency by alpha channel when turning on or off a switch status. The switch status will be saved, so when you restart the application, the transparency will be set to the corresponding switch status. The android device will pass some signals to the application. The GLSL version is 300.
The textures render normally when the application starts. But while the signals change, turning on and off the switch status, restarting the application, doing these several times, one of the textures will become black by accident.
The signals will affect the texures rendered. But I printed out the OpenGL error using glGetError(), none of the OpenGL errors has been printed. I also printed out the framebuffer, vertex(x, y, z) and texture(u, v), etc., and found nothing weird.
Do you have any clue on this? Is there any OpenGL configuration I forgot to set, will lead to this sort of problem? Thank you for advance!