It seems that the problem comes from the wglMakeCurrent() call, with pbuffer context arguments. Cause when I remove it, there’s no crash anymore (and no shadow map also).
a hint about your hardware/drivers would be also very usefull…
btw. isn’t it senseless to use pbuffers smaller than 16x16 ???
i mean, you are sending more overhead to the driver than the actuall pbuffer has in bytes (16X16 rgba == 1024 bytes!!! i think, the driver overhead used to manage even smaller pbuffers will consume more memory then the actual pbuffers…)
isn’t it much better to allocate one big pbuffer and to use it for more than only a single texture ?
Here are my hardware settings :
I’ve got a geforce4 ti 4600
IRQ :16, Bios : 4.25.00.30
BUS :AGP 4X , Memory 128Mo
Drivers 6.14.10.5216
I do agree with you : 16x16 shadow mapping does not have any sense. But I worry about every bug I meet. This bug could hide a much bigger and important problem. So I’d like to resolve it , to make my application stronger, better , faster !
I’ve my hardware give you any idea, please tell me !
Could be driver bug then… Try to check your app on different setup, drv rev. There is nothing about min pbuffer size in specs For now try to stick with 128x128 buff, shouldn’t be that much of a penalty.