i might be wrong but i think you can only render to a fp pbuffer if you are using a fragment shader/program/whatever… guess thats what the previous poster is also implying
Originally posted by Chuck0: you can only render to a fp pbuffer if you are using a fragment shader/program/whatever…
IIRC, this limitation only applies if you’re using NV_float_buffer for your fp textures/pbuffers.
with this float texture render another cube on the other pbuffer and take a normal texture;
then apply this texture on a cube in the main context.
Results are that the first passage gives me a white texture, if i use normal texture it’s all ok, if i use a float texture in the second passage frame rate goes down and i don’t see anything on screen. I’m using Ati card. I don’t use filtering for float texture.
Ideas?
Thank you very much.