Hello, i am spending a lot of time with the setup of the pbuffers, and i don’t know why they doesn’t work very good. There is my problems: first: I make a window of 800x600 (Windows XP) and then i make a pbuffer (512x512) based on the hdc of that window, i render ONE triangle to the pbuffer, copy the pbuffer content via glCopyTexSubImage2D to a texture, change the current context and draw a quad in the window, with the texture binded to him. In my system, i get 40 fps (amd duron 1Ghz, WildCat VP 560), and in all other systems that i had tried (usually Geforce Ti 4xxx) i get… 3 fps!
i only draw one triangle and one quad! and glcopytexsubimage can’t be too slow!
I am desesperated, i have checked the renderers, the pixel formats, all that i can think, and i had found no solution.
Other problem (and probably related to the other problem) is that when i call wglChoosePixelFormat in my app, EVER returns 0 (no pixel match) but if search manually all pixel formats with wglGetPixelFormatAttribivARB i can find a pixel format that match with my requeriments, and i can use it via wglCreatePbufferARB with no errors (except the above problems).
What thing am i doing bad?
I am desesperated.
P.D: forgive my bad english please