Hi, everybody !
I have a question:
I’ve been trying to use the jogl pBuffer to render an image directly to a bitmap. (I normally render it in real-time in a small 800x600 GLCanvas, but I need the ability to save a very high quality version of the same image).
I build the pBuffer using the GLCanvas.createOffscreenDrawable method. When I draw, I get the properly scaled image - larger size, of course, BUT only a part of it. The rest is black pixels. The part that I do get is the same size as the on-screen GLCanvas.
I thought the purpose of pBuffers was to be able to bypass the screen-size/Canvas size limitation. Am I doing something wrong?
Thank you,
Andrei