Trey
10-27-2003, 10:57 AM
Has anyone rendered to a win32 pbuffer with a CG fragment program in operation? My software crashes, for some reason. If there is even a single quad drawn to the pbuffer, it crashes somewhere in NVOGLNT.DLL. Unfortunately because of the way it crashes, I don't know if its crashing during the draw to the pbuffer, during the bind of the pbuffer as a texture, or during the draw of the pbuffer-turned-texture (just drawing a simple textured quad to the screen).
Is there some special setup to do w/pbuffers if you're going to be running cg through them? I haven't tried this with a non-cg shader so I don't know if the same crash problem occurs but.. basically if anyone has successfully rendered to a pbuffer with cg fragment shaders in operation, would you please say what attributes you use to create the pbuffer (and whatever else may be important)?
thanks,
trey
[This message has been edited by Trey (edited 10-27-2003).]
Is there some special setup to do w/pbuffers if you're going to be running cg through them? I haven't tried this with a non-cg shader so I don't know if the same crash problem occurs but.. basically if anyone has successfully rendered to a pbuffer with cg fragment shaders in operation, would you please say what attributes you use to create the pbuffer (and whatever else may be important)?
thanks,
trey
[This message has been edited by Trey (edited 10-27-2003).]