   Need two surfaces to render a texture using Pbuffer??
  Hi All,I want to implement render to texture using Pbuffer on WinCE6 platform and my system has a OpenGL and egl support. For Pbuffer i am using egl functions. sorry , I haven't much idea of Pbuffer and egl so can you please answer this basic question so I can start with it.Question??1)I know Pbuffer is a back buffer so, to display the scene on screen I need to create two surfaces - Window and Pbuffer? or just pbuffer is enough.2)If i create pbuffer surface only so, can I display the scene on screen by using eglSwapBuffers() ?Suppose, My Demo init is like this---dpy = eglGetDisplay((NativeDisplayType)0);eglInitialize(dpy,&major_version , &minor_version)eglChooseConfig(dpy, pbuffer_attrib, &pbuffer_config, 1, &nconfigs);eglChooseConfig(dpy, screen_attrib, &screen_config, 1, &nconfigs);eglBindAPI( EGL_OPENGL_API ) ctx = eglCreateContext(dpy, screen_config, NULL, NULL);screen = eglCreateWindowSurface(dpy, screen_config, 0, NULL);or / andpbuffer = eglCreatePbufferSurface(dpy, pbuffer_config,gAttribListPBuffer );If i am creating both surface than context and display would be share between them?Thanks.   