Original Post
This is what I am doing:- ----------------------- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); for(int i = 0; i < 5; i++) { glFramebufferTexture2DEXT(......,GL_COLOR_ATTACHMENT0_EXT, texture.....); /* Drawing commands (Just texture mapping) */ } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); The above code runs 30fps sometimes or only 1 frame per 5 secs but it doesdisplay correct output. I am using the same GL_COLOR_ATTACHMENT0_EXT everytime but I bind a different texture. (Yes, I had created "textures[5]" and called glTexImage2D for each one. Also the source texture (used in drawing) and destination texture (bound to FBO) are different) 1) What could be the problem ? 2) How to know whether rendering to "texture" is done before "texture[i+1]" is bound ? 3) Any alternatives would be helpful, thanks!