Quick question. If I use glTexImage2D() to load a texture while a PBuffer RC is active, are there any limitations (texture size, etc…)
from loading it through this PBuffer RC, as opposed to a non-PBuffer RC?
For example, it doesn’t matter if I create a small 64x64 pbuffer for offscreen rendering, and then load a 128x128 texture using
glTexImage2D(), while this PBbuffer RC is still active?