   WGL_ARB_RENDER_TEXTURE: How?
  I''d like to get some render-to-texture working in my test app, but havnt got a clue how to do it . I''ve not used any extensions before so i''m a bit miffed as to how I go about it.I''ve checked the extension string so i know its supported (GeForce 2 GTS) but i''m at a loss as to where to go next. Anyone any pointers as to where to start?  
  www.opengl.orgnvidia dev sitehttp://www.uni-karlsruhe.de/~uli2/www.delphi3d.nethttp://www.cfxweb.net/~delphigl/etc    http://uk.geocities.com/sloppyturds/gotterdammerung.html  ;  I''ve been trawling though opengl.org and nvidia''s site all afternoon, but can''t seem to find any clear examples of setting up the required pBuffer.A couple of more specific questions:I see i''m supposed to call wglChoosePixelFormat() before creating a pBuffer, is this to set the format of the new pbuffer? In which case i assume its best to create it the same as the current display settings? Something like DRAW_TO_PBUFFER and WGL_BIND_TO_TEXTURE_RGB_ARB?Whats createPBuffer expecting as the piAttrList (last parameter)? Is this a pointer to a 0 terminated array or am i reading this crooked?I''m not using delphi3d, but i''ll have a look around those sites and see if theres any usefull stuff there as well...  ;  There''s white paper on P-Buffer''s and Renderable Textures on the ATI developer site that may be helpful here:http://www.ati.com/developer/ATIpbuffer.pdfWGL_ARB_render_texture is build on top of WGL_ARB_pbuffer so you''ll need to look at both extension specs to understand how it works.  You''ll be able to figure out what createPBuffer take from the WGL_ARB_pbuffer extension spec.If you want, I''ve got a really simple app that uses this extension that I could send to you.