I recently started using p-buffers. When switching between the rendering contexts, I noticed that I had to set some parameters twice. (like lighting and depth functions) I also noticed that I had to create textures and shaders twice.
Each of these things had to be done twice. (for both the screen and the p-buffer)
So what I’d like to know is:
Which types of properties are linked to rendering contexts(HGLRC) and which are linked to device interfaces(HDC)?
Is it possible to make the p-buffer and screen share parameters, shaders, textures etc. For instance by making them use the same rendering context?