i’m having troubles binding the color buffers of two pbuffers to two different texture targets and use them to render into a third pbuffer. When i sample the two textures in a ARB_fp the second texture contents are equal to the first, it seems like i couldn’t bind the second texture or something like that.
i’m doing something like this:
- make the third pbuffer rendering context current
- bind the first pbuffer to the first texture target
- bind the second pbuffer to the second texture target
- render something
is there any problem in doing this?
yes i am, is it wrong to do that?
Sorry, no, there’s absolutely nothing wrong with that. It was merely a suggestion, a shot in the dark to fix your problem. I generally share lists between all my PBs/RTTs and my visual.
Again, what you’re trying to do should work. I’m guessing something is not setup correctly, or you have some state that’s not being set, or something else entirely (hard to say). I’d build a very simple test app that does nothing more than create 3 RTTs, and render to each one using the other 2 as textures. You could also post your code here, if that’s reasonable/agreeable.
The code is to big to be posted, so i’ll try to find the error by myself. Like you said it’s probably just a state that’s not being set, but the code is so big… it will be complicated to find what’s wrong. But thanks anyway, i was afraid i was doing something theoricaly wrong in my code.
i found what i was doing wrong. When i was using the pbuffers as textures i didn’t bind them to “real” textures. It was a stupid mistake, but it’s the first time i’m working with pbuffers. :rolleyes:
You should have seen my first attempts at using pbuffers - a virtual comedy of errors.