No, the backspace bug is not related to this because texts which the user has to enter must be rendered "on the fly" whereas other strings get pre-rendered. It is waste of time when each known string has to be typed character by character on the screeen. This where pre-rendering comes in: All known texts get rendered into an image and then painted on the screen (as i understand). To create such an image offscreen rendering is used. Offscreen rendering paints pixels into an image in memory which is then be used for displaying on the screeen.
No, the backspace bug is not related to this because texts which the user has to enter must be rendered "on the fly" whereas other strings get pre-rendered. It is waste of time when each known string has to be typed character by character on the screeen. This where pre-rendering comes in: All known texts get rendered into an image and then painted on the screen (as i understand). To create such an image offscreen rendering is used. Offscreen rendering paints pixels into an image in memory which is then be used for displaying on the screeen.
And across the offscreen rendering process something goes wrong with some graphic drivers. Maybe the pixel buffer (what offscreen rendering uses) get filled with wrong pixels while the same buffer is read at the same time. See: https:/ /www.opengl. org/wiki/ GLSL_:_ common_ mistakes# Sampling_ and_Rendering_ to_the_ Same_Texture
Just assuming this....