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	[client] explcit flush buffers before using them
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		@@ -238,8 +238,9 @@ int renderThread(void * unused)
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        for (int i = 0; i < 2; ++i)
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					        for (int i = 0; i < 2; ++i)
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        {
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					        {
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          glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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					          glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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                         glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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					                         glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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          texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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					          texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize,
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					              GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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          if (!texPixels[i])
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					          if (!texPixels[i])
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          {
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					          {
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            DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
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					            DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
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@@ -324,6 +325,7 @@ int renderThread(void * unused)
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      glEnable(GL_TEXTURE_2D);
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					      glEnable(GL_TEXTURE_2D);
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      glBindTexture(GL_TEXTURE_2D, vboTex);
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					      glBindTexture(GL_TEXTURE_2D, vboTex);
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      glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex]);
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					      glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex]);
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					      glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
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      glTexSubImage2D(
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					      glTexSubImage2D(
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          GL_TEXTURE_2D,
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					          GL_TEXTURE_2D,
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          0,
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					          0,
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