i render my scenes using WGL_ARB_pbuffer extensions, bind the pbuffer to texture,
and render texture again. This works pretty fine.
The bad thing is, that textures have to be
quadratic. If i want to have my rendered scene overlayed on a video frame (e.g. 320x200), i have to stretch the scene-buffer after rendering.
Now, if i’m using full-scene antialising (accum buffer) during scene rendering, the antialising effect will be destroyed a little bit when stretching.