Stencil buffers in an FBO... trouble

Posts: 1,199
Joined: 2004.10
Post: #16
So, long story short, I posted this question on Apple's gl mailing list, and I got a couple off-list replies ( one from a dev at Blizzard! ). Neither were able to tell me what I'm doing wrong, but both informed me that PBuffers don't work -- at all -- when dealing with a true fullscreen gl context. Since I want to do fullscreen, with resolution switching and not **** up people's desktops, I'm SOL, even if I could solve this bug.

So, I've put it on the backburner. Oh well. In the last two mornings I've managed to do some worthwhile refactoring, and implemented picking. That feels good, after weeks of worthlessly banging my head against the wall.
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Posts: 5,143
Joined: 2002.04
Post: #17
They lie. PBuffers *do* work with true full-screen GL contexts.
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Post: #18
pbuffers work for me as well with both windowed and true fullscreen modes; however... I have noticed that on GeForce 2MX's and Radeon 9200's (eMac and G4 mac mini), there are silent errors which causes things to appear blank even though they are supposed to support pbuffers. My primary development box has a 9800 in it so I haven't tried debugging this case yet.
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