I’m using Pbuffers for a render-to-texture effect in a game we’re working on, but I’m having problems with it on the 9700 card.
In our game, we render the scene to a texture (the pbuffer) and then use that texture for some blurring effects by layering it multiple times on the screen. It works perfectly on a GeForce4, but whenever I try testing it on the 9700, the render-texture acts like it’s getting lost when it’s selected a second time. I can use the render-texture to render as many polys as I want as long as I don’t call glBindTexture on it more than once. Once I call it a second time, the polys show up white (almost as if I had passed in a null pointer) until I regenerate the render-texture. Just to make sure it wasn’t getting lost somewhere else in the code, I tried calling glBindTexture twice in a row and rendering a poly using the texture and it never shows up. If I remove the second glBindTexture, it does show up.
Has anyone else experienced this? I tried it on two different computers with a 9700 installed and had the same problem on both. But on the GeForce it works fine. I there an attribute that I may be leaving off when creating the pbuffers that could cause this, or is there something else I’m not thinking of?
Thanks for any help,