I managed to build the SimpleCubePbuffer example provided with the SDK (3rd FP1) and run in on an N95. However i noticed something weird in this example.
I suppose that with a pbuffer all OpenGL rendering will take place on top of this buffer serface (on top of whatever content it has), correct me if am wrong. In the example we see the creation of a CWsBitmap object with is constructed then created using CreateL, which should generate an empty bitmap filled with white color. Then in the DrawwCallBack function this bitmap is filled using eglCopyBuffers and then rendered to screen using BitBlt in Draw().
Now when u run the example you notice that the cube is drawn on a black background RATHER than white!! Also, when u run the application you notice a background flicker white color before the cube is drawn. This flicker is actually the initial content of the CWsBitmap object before it has been replaced via eglCopyBuffers. I tried creating an CFbsbitmap containing some image and it appeared first before the cube and the black background are displayed.
So, what is wrong in here? Shouldn't the OpenGL drawing be placed on the white background, or the image i used? If that is the case, how can we know the correct way of using the PBuffer? Can we have another example please ?