Original Post
I have some problems with iteratively writing into the fbo. What I need to do is written below in a pseudocode.. In the shader, I sample the texture for motion blur. The blurred image is successfully stored in backgroundFBO; however, in the final step, I only see the last sphere's blurred image. I was expecting to see all blurred spheres since I don't clear backgroundFBO. I'm not sure why this isn't working as glCopyTexImage. What do I need to do in order to solve this situation? Hoping that I mentioned the problem clearly. Thanks for the help.
foreach randomly moving sphere
{
ClearColor for FBO1();
Render To FBO1(); // stored in currentFBO
Send CurrentFBO texture to shader for operations;
// Here I don't clear color for iteratively blending
Render The Resulting Texture to FBO2(); // stored in backgroundFBO
}
// Final Step
Draw Quad Using backgroundFBO's texture..