32 bit p buffer problem...

Hi all!

If i use a p-buffer as render target with 32 bit depth float per channel, i only get correct results of the geometry, if i set the viewport to the half resolution of the texture map. Whats wrong? Any idea?

Thank you!
Greetings Mario

Here’s an idea. Tell us what happens when it goes wrong? What do you see that is incorrect.

What hardware are you using?

If i quarter the correct rendered scene, i only see the lower left corner! I’m using a Radeon 9800 Pro with the latest drivers. This is how i create the p-buffer:

WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_FLOAT_ATI,
WGL_BLUE_BITS_ARB, 32,
WGL_GREEN_BITS_ARB, 32,
WGL_RED_BITS_ARB, 32,
WGL_ALPHA_BITS_ARB, 32,
WGL_DEPTH_BITS_ARB, 16,
WGL_DOUBLE_BUFFER_ARB, GL_FALSE,
WGL_STENCIL_BITS_ARB, 0,
WGL_DRAW_TO_PBUFFER_ARB, GL_TRUE,
WGL_BIND_TO_TEXTURE_RGBA_ARB, GL_TRUE

If i change the WGL_BLUE_BITS_ARB, WGL_RED_BITS_ARB and WGL_GREEN_BITS_ARB to 16, i can see the complete scene…