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sammie381
05-10-2010, 03:47 AM
Quick question. If I use glTexImage2D() to load a texture while a PBuffer RC is active, are there any limitations (texture size, etc...)
from loading it through this PBuffer RC, as opposed to a non-PBuffer RC?

For example, it doesn't matter if I create a small 64x64 pbuffer for offscreen rendering, and then load a 128x128 texture using
glTexImage2D(), while this PBbuffer RC is still active?