(In reply to Daniel Scharrer from comment #11) > There is also a glClear though. Currently the texture read ends up with the > data before the clear (uninitialized for the first frame, unitialized > content with the fog of war blended on top n times for subsequent frames). > Are you saying the texture reads should get the color from the clear without > any synchronization? No, glClear+glDraw indeed requires a barrier in between.