OK, I now get it - it doesn't matter whether I loop inside of QC or
outside - the Render In Image patch (RII) seems to get drawn after
all of my calls to renderAtTime...
Can you explain this bug in a little more detail so that I can
understand. I know that you mentioned that a work-around is
unlikely but I really need to get this working. :-P
It's a synchronization issue regarding the use of the pBuffer's
content as a texture, so it's really not something you can work around.
However, you can use 2 QCRenderer and have you own pBuffer rendering
system: use a CVOpenGLBuffer to render the first QCRenderer into,
then pass the result to the second QCRenderer on an image input.
See the Performer sample code for a starting point.
It'd also be useful to know if the bug has been fixed and if we're
likely to see the fix via an update soon. I can probably live with
the problem for a short while.
Unfortunately, I cannot comment on what's gonna be or not gonna be in
a software update