Hi.
I'm a bit new too all this, but from the documentation I've read it seems that once I should be able to use the pbuffer as a texture-map. I'm using the WGL_NV_render_texture_rectangle extension as well as the pbuffering ones and the render to texture ones...
So after doing all the extension stuff (which gives no errors)
I do:
glGenTextures(1, &texID);
then when I want to use it as a texturemap:
wglBindTexImageARB(pbuf, WGL_FRONT_LEFT_ARB);
glBindTexture(GL_TEXTURE_2D, texID);
All I get is a white quad instead of the correct texture, why?
thanks
-anthony
[This message has been edited by anthony (edited 01-30-2004).]



