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PBuffer questions



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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