This is the continuation of this answered post .
How works PBuffers with AGL and GL_DEPTH_COMPONENT?
It seems that creating PBuffer with GL_DEPTH_COMPONENT returns no error on ATI video cards although this feature (rendering to depth possible) is not possible on thoses video cards ?
Do we have to check the ATI vendor string and check for ATI or it is a safer way to do that ?
Or just consider that GL_DEPTH_COMPONENT with PBuffer is unsupported and use glRead method ?
Another question, how to create floating point depth texture ?
Is GL_LUMINANCE_FLOAT32_APPLE as internal format is sufficient ? Then which parameters to pass to aglChoosePixelFormat ? AGL_RGBA ?
Thanks;