I am trying to implement post-processing (blur, bloom, etc.) on the iPhone using OpenGL ES 2.0. I am running into some issues. When rendering during my second rendering step, I end up drawing a completely black quad to the screen instead of the scene (it appears that the texture data is missing) so I am wondering if the cause is using a single FBO. Is it incorrect to use a single FBO in the following fashion?
For the first pass (regular scene rendering),
For the second pass (post-processing),
No, that FBO usage is fine. The cause is very likely to be that you didn't set the MIN/MAG filters of your texture (texturebuffer), after binding, set the GL_MIN_FILTER and GL_MAG_FILTER to GL_NEAREST or GL_LINEAR using glTexParameter, and your texture should be working.