no depth in pbuffer

I’m using Mark Harris’s RenderTexture pbuffer wrapper, a GeForce 6800GT, and Fedora Core 2. I’m requesting a floating-point, rectangular pbuffer with depth. It says it has depth, but when I render to it I see no depth testing happening. If I use the same code to render to a regular framebuffer, it looks fine.

Is there some limitation here I don’t know about? Can I have depth in a rectangular float pbuffer?

Never mind. This turned out to be my scenegraph making OpenGL calls outside the pbuffer’s context.