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Sorry, this is a repost of a question I added to someone else's thread. It's a similar issue, but went unanswered. I kind of need to get an answer on this:I create the FBO, bind it to a texture, check the status to make sure it's framebuffer complete, then set it to the rendering buffer, and call DrawElements. DrawElements fails with "GL_INVALID_FRAMEBUFFER_OPERATION" error. This is a bit of a mystery since I check the completeness status on the line immediately prior to the draw call and it claims to be framebuffer complete.
Edit: Added example Android code that doesn't work as it should on the SGS2.