Hi.
I’m a bit new too all this, but from the documentation I’ve read it seems that once I should be able to use the pbuffer as a texture-map. I’m using the WGL_NV_render_texture_rectangle extension as well as the pbuffering ones and the render to texture ones…
So after doing all the extension stuff (which gives no errors)
I do:
Originally posted by anthony:
[b]…I’m using the WGL_NV_render_texture_rectangle extension as well as the pbuffering ones and the render to texture ones…
I do:
I see you’re naming rectangular texture support, however I wonder why you bind to TEXTURE_2D. If buffer is really non-potd then you should bind to rectangular textures. If you do that, of course you get a white quad! The texture is ill-formed.
Also, try to just draw it to the framebuffer. It could help.
glBindTexture(GL_TEXTURE_RECTANGLE_NV, texID); should be the correct solution.
SSI’s extension registry non-ARB#264, and non-ARB#229, contain relevant information.