Just wondering why PBuffers are double-buffered?
As far as I can tell, the use case for PBuffers are to render into them and then either:
a) read the pixels out with glReadPixels()
b) Copy the pbuffer to a texture with glCopyTexImage2D()
c) Bind the pbuffer to a texture with eglBindTexImage()
All of these functions seem to operate on the back buffer, so what’s the point in having pbuffers double buffered? Seems like a waste of memory to have two buffers when you only ever use one. I don’t think I’ve ever had to call eglSwapBuffers() on a pbuffer before?