So, came across this interesting difference between the 1.5 and 2.0 renderer, which I can see is an optimization but is pretty counterintuitive. I'm hesitant to say this is a bug, however, though it kinda seems like it.
So what I assume it's doing behind the scenes is rendering four quads with the offscreen graphics as the texture, then when the texture is rendered to later on, it updates the four quads. But what the code reads to me is that it should render the four quads with just the white background, then render the square to the background buffer and not update the already rendered quads.
What's the correct way to deal with this situation? I'm trying to use one offscreen buffer for rendering multiple passes, and this kinda throws a kink in the works... I really want to use processing 2.0 though because I like that it supports Syphon for my visuals work.