Problems with WGL_TYPE_RGBA_FLOAT_ARB

Hi,

I have problems initalizing a color buffer with ChoosePixelFormatARB and WGL_TYPE_RGBA_FLOAT_ARB value. The ChoosePixel mehtod succeeds, but when I check the state with
glGetBooleanv( GL_RGBA_FLOAT_MODE_ARB, &state );
it says GL_FALSE ( float mode not enabled ).
Can somebody post a link or a snippet for initalizing the context with wglChoosePixelARB?
thx,
Benjamin

</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”>#define PBUFFER_USE_DOUBLE_BUFFER 0x00000001
#define PBUFFER_RENDER_TO_TEXTURE 0x00000002
#define PBUFFER_TEXTURE_CUBE_MAP 0x00000004
#define PBUFFER_FORMAT_FLOAT 0x00000008
#define PBUFFER_RGBA 0x00000010
#define PER_CHANNEL_COLOR_BITS_16 0x00000020
#define PER_CHANNEL_COLOR_BITS_24 0x00000040
#define PER_CHANNEL_COLOR_BITS_32 0x00000080

bool GLPBuffer::initialize(int newWidth, int newHeight,
int newDepthBits, int newStencilBits,
int pBufferFormat)
{
//Check for pbuffer support
if(!GLEE_WGL_ARB_extensions_string

MAN!!!
This is truly bothering me: how come every now and then this board classifies me as an unregistred user even though it clearly spells out that I’m LOGGED when I type my messages?
Anyway, here’s a link to my GLPBuffer set of classes.
Now to create a float 2D RGBA pBuffer, you need to initialize it this way:

    if(!pixelBuffer.initialize(TCMSize,TCMSize, 24, 0,
                               PBUFFER_RGBA              |
                               PBUFFER_FORMAT_FLOAT      |

PBUFFER_RENDER_TO_TEXTURE))
      return Logger::writeErrorLog("Failed");

hi, do i have to have a pbuffer to work with float buffers? Because in the spec of this extension, nothing is mentionend.

how come every now and then this board classifies me as an unregistred user even though it clearly spells out that I’m LOGGED when I type my messages?
jcd, try getting rid of the cpp logical or operators in your code block…

regards,
bonehead

olmeca - you can work with float-textures without using pbuffers. If you want a floating-point rendertarget, you need to use either frame-buffer-objects or pbuffers.

abzap - your pbuffer-class doesn’t work for texture-rectangles, does it?

Is there a way to use pbuffer floatingpoint texture-rectangles that work on both ati/nv, or do I (still) need to check extensions? Specifically I’m looking to replace the current nvidia-specific:

iAttribs[niAttribs++] = WGL_TEXTURE_FORMAT_ARB;
iAttribs[niAttribs++] = (isFloat) ? WGL_TEXTURE_FLOAT_RGBA_NV : WGL_TEXTURE_RGBA_ARB; 	

iAttribs[niAttribs++] = WGL_TEXTURE_TARGET_ARB;
iAttribs[niAttribs++] = WGL_TEXTURE_RECTANGLE_NV;

\hornet
PS. yeah I know, fbo…