I am using a pbuffer which is bound to a texture. I can draw everything and use it as texture. Only if I create a shader-context on my pbuffer it is not possible for me to bind it to the texture.
Is this not possible in general or do I have to consider anything else?
I’m not sure I understand. If you create a shader (I don’t know what a “shader-context” is. It’s called a shader object or program object) in the p-buffer’s context, then you can’t bind the p-buffer to the texture?
There is no restriction in GL, so you might want to elaborate like with a sample code and your system info.