The glDeleteFramebuffersEXT does not seem to work. The bug lead to an opengl "out of memory" error when allocating and disallocating a large number of fbos (~ 200 ).
In the attachement, a C++ version is included for comparison : the fbo id is recycled and then reused after glDeleteFramebuffersEXT is called, but not in the python version.
This is true for at least the 3.0.0 version .
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