   texture from FBO flickers on fullscreenquad
  Hello,when i render into my FBO texture and then texturea fullscreenquad with it, then it flickers. meansit appears disappears. But not in the same frequency.A while its flickering slowly then faster, than i seenothing for seconds.Sometimes it happens, that i dont see anything.Im desperated. Yesterday everything worked fine. I didnt changeanything. Here is a piece of code. Maybe you can look if i missed something.But i followed all the torials especially the FBO tutorial here ongamedev.netm_FBO.Bind();m_FBO.SaveAttributes(GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);m_FBO.SetViewportToSize();m_FBO.DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);m_FBO.Clear();glBegin(GL_QUADS);glVertex3f(0.0,0.0,0.0);glVertex3f(1.0,0.0,0.0);glVertex3f(1.0,1.0,0.0);glVertex3f(0.0,1.0,0.0);glEnd();m_FBO.RestoreAttributes();m_FBO.Unbind();m_FBO.Clear();m_Shader.CgFxSetupSampler("texture",texid);m_Shader.CgFxBegin("pass1");m_Shader.DrawFullscreenQuad();m_Shader.CgFxEnd();;So here the code for the m_FBO.Bind() => glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FBOid);.SaveAttributs(GL_VIEWPORT_BIT) => glPushAttrib(Attribs);.SetViewportToSize() => glViewport(0, 0, m_uiWidth, m_uiHeight);.DrawBuffer(GL_COLOR_ATTACHMENT0_EXT) => glDrawBuffer(Target);.Clear() => glClearColor(R, G, B, A); glClear(ClearBits);.RestoreAttributes() => glPopAttrib();.Unbind() => glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);I can find no error. I bind the FBO, save the attributes, set the viewport according to texture size (FBO size). And set the target, to what COLOR_ATTACHMENT should the rendering happen.regards,c-mos   
  Solved,somewhere in my code i called glLoadIdenty again. That was the mistake.c-mos   