I can’t bind multiple buffers from the same pbuffer to two different texture objects right?
Like this:
glBindTexture(GL_TEXTURE_2D, Textures[TEXTURE_OUTPUT0]);
wglBindTexImageARB(hPbuffer, WGL_FRONT_LEFT_ARB);glBindTexture(GL_TEXTURE_2D, Textures[TEXTURE_OUTPUT1]);
wglBindTexImageARB(hPbuffer, WGL_BACK_LEFT_ARB);
It produces an INVALID_OPERATION error, which is correct?
In the extension spec it says that it will generate an INVALID_OPERATION error if <iBuffer> is already bound to the texture, but I’m using different buffers and different texture objects or by “already bound to the texture” do they mean the render texture and not the texture object?