As the title emplies, this topic is windows-specific so I am not sure if the thread belongs here or to Windows OpenGL topics.
I have a program which uses FBOs to render into a cube map in order to get “realistic” reflections. This works very well in windowed or fullscreen mode. However, the application is also able to render in stereo by creating two windows on two monitors (kind of side-by-side-stereo). Both windows have their own context, and they are shared contexts. This does also work well - on a GeForce 8800 card. On a GeForce 7800 card it doesn’t, the cube map is not updated on the secondary context (rendering the cube map using FBOs is done on the primary context). The cube map on the secondary context looks as if it wasn’t initialized at all, although both share the same namespace and from what I understand, should also share the same texture memory.
Is there any constraint I might have overlooked? Any ideas what could fix this (apart from rendering the cube map in both contexts, which would totally kill the performance)? Or maybe it is a driver bug (tested on the latest driver, 182.08)?
The bug can be seen on this image:
The left side shows the correctly rendered primary context, the secondary context on the right side does not use the correct cube map.