Original Post
Hi, I have used codesampler's example of pixel buffers to make my own program to render to a texture but I have a problem. What my program does at the moment is select the pBuffer RC, draw a piece of geometry to it, select the windows RC, bind the pBuffer as a texture then texture a quad with the pBuffer. What appears on the screen is a blank background (my windows RC clear colour), and a black square (the quad with the pBuffer texture). The clear colour of the pBuffer is white. What I was expecting was my geometry in the quad. I have called wglShareLists() with the 1st argument as the windows RC and the second as the pBuffer RC. Am I doing something wrong (well, I obviuously am)? Can anyone help me please? Thanks in advance!