inside my program I'm using glFramebufferTexture2D to set the target. But if I use it the output starts to flicker. If I use two frame buffers the output looks quite normal.
Has anybody an idea why that happens or what can be better inside the following source code? - that is an example and some not relevant code isn't inside.
// bind framebuffer for post process
::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_SwapBuffer);
::glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_SwapBufferTargets[SwapBufferTarget1]->m_NativeTextureHandle, 0);
unsigned int DrawAttachments = { GL_COLOR_ATTACHMENT0 };
::glDrawBuffers(1, &DrawAttachments);
...
// render gaussian blur
m_Shader->Use();
::glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BlurredImageFromPass1->m_NativeTextureHandle, 0);
_InputTexturePtr->ActivateTexture(GL_TEXTURE0);
RenderMesh();
::glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _TargetTexturePtr->m_NativeTextureHandle, 0);
m_BlurredImageFromPass1->ActivateTexture(GL_TEXTURE0);
RenderMesh();
...
// copy swap buffer to system buffer
::glBindFramebuffer(GL_READ_FRAMEBUFFER, m_SwapBuffer);
::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
::glBlitFramebuffer(0, 0, m_pConfig->m_Width, m_pConfig->m_Height, 0, 0, m_pConfig->m_Width, m_pConfig->m_Height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EDIT: I found the problem! It was inside my swap chain. I've rendered the original picture and after that a black one. So I get a flicker if frame rate drops.