It occurred to me that visible frame skips might not be a buffer ordering problem. It could just be the textures we're compositing that are wrong...
I can't tell if this is a fix or a workaround, but adding glFinish() after: egl_extensions->glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
seems to solve the problem, as well as slow rendering down noticeably, sometimes :(
It occurred to me that visible frame skips might not be a buffer ordering problem. It could just be the textures we're compositing that are wrong...
I can't tell if this is a fix or a workaround, but adding glFinish() after:
egl_extensions- >glEGLImageTarg etTexture2DOES( GL_TEXTURE_ 2D, image);
seems to solve the problem, as well as slow rendering down noticeably, sometimes :(