In my application, at some point I’d like to use OpenGL to fill a framebuffer that I want to have saved. Performances doesn’t matter, but I need to ensure that my scene is rendered properly and not overlapped by some other operating system window.
glReadPixels() on my regular GL context doesn’t seems to ensure that, eg: on a command-line version of my tool, I often get windows garbage over my buffer. What I’d like to do eventually is to render directly into RAM.
Are PBuffer the solution?
It is possible via Windows/WGL (sorry this isn’t stricly a GL question, then) to create a DC that doesn’t map to the screen but to RAM?
I’m running Windows XP, Radeon 9800 if that matter.