User-agent: Mozilla Thunderbird 0.8 (Macintosh/20040913)
Hi Y'all,
A few basic pbuffer questions:
Can a pbuffer have an associated depth buffer? If so, is it possible to
use this as a depth texture (as would be done with the shadow-mapping
extensions)?
Do I have to worry about getting compatible pixel formats between my
main ogl window and the pbuffer? It looks like I could pass
kCGLPFAPBuffer to CGLChoosePixelFormat, but since I am using AGL, I
cannot even pass that, and the shared pbuffer example just passes some
very simple attributes. It looks like aglSetPBuffer will do the actual
resource allocation and takes a virtual screen, but is there a risk that
my pixel formats could already be mismatched?
Thanks!
Ben
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