Hi, in my testing app, I am drawing couple of boxes and converting them in geometry shader to wireframe (also with some additional filtering of the edges). I am trying to achieve some kind of caching of the rendered "static" scene so e.g. mouse movement over the scene if always fast regardless of the complexity of the scene (so with "cached" content, there is just 2 triangles + mouse cursor instead of redrawing whole the scene). I am constantly testing my shaders in D3D11 RS and also in GL3Plus RS. In GL3Plus I notices through render doc, that the cached content rendered in a texture is flipped and then when rendering full-screen quad to the window, it is correctly output (so the texture is flipped again). However this flipped rendering in the texture in GL3Plus seems to make problem in my geometry shader if I activate rendering of "thick" lines where my geometry shader expands the edges to the triangles. I suspect that due to this flipped rendering, the vertex order is flipped as well and all my triangles are clipped.
Some screenshots to give some insights from OpenGL rendering.
Render to window - full screen quad as seen on the left side in the Event Browser:

Now with the thick lines activate in D3D11 render system (scene and full-screen quads have same orientation, no flipping):

In GL3Plus render system:

note: The displayed box has set minimum thickness so it is rendered as lines and hence the geometry is not clipped, rest is clipped
In the renderdoc it is possible to nicely visualize the output of the geometry shaders in the mesh view:

Is there is trick in Ogre how to force non-flipped rendering in the texture? Maybe there is a problem with my setup, but it looks strange as also rendering in GL3Plus directly to window is correct.



