im trying to render sth to a 16bit pbuffer(WGL_FLOAT_COMPONENTS_NV = true), but any call to glBegin(…);glEnd(); throws a GL_INVALID_OPERATION error.
the only way i found to work around this problem is to load a cg fragment shader - in that case, no OGL error occurs.
is there any other, more elegant way, to render to a 16bit pbuffer?
OR, if not:
where can i get the code for a ‘standard’ fragment shader, e.g. a shader that will do exactly what the GPU does by default?
thanks a lot,