I sometimes disable writing depth buffers through glDepthMask(GL_FALSE) during frame rendering. This works fine on some GPUs (e.g. Motorola Droid PowerVR), but, for example, on HTC EVO with Adreno GPU, I get a full frame buffer, which is full garbage (I see traces of meshes that I represented somewhere but the whole screen is mostly broken).
If I make glDepthMask be true all the time, everything works fine.
I need glDepthMask to disconnect during the alpha rendering part. What can cause the framebuffer to be destroyed, causing a write-off of depth?
EboMike
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