I was wondering where the textures are when using wglShareLists,
are they on the PC RAM or on the graphic card ram?
I would guess this depends on the driver.
Let me refine my question.
When sharing textures between a number of rendering contexts is there a way to know where the textures are stored? (Video card RAM or PC RAM)
if it is indeed driver depended, is it writen in the driver spec?
wglShareLists is just a flag that tells the driver that 2 contexts(or more) can use the same texture. Typically, the driver will store textures in the best place possible which would be VRAM.
It will do the same for all resources : shaders, FBO, VBO, etc.
No way to know, not written in the spec Why do you want to know?