Render to Texture

I’m using OGLES-1.1_WINDOWS_PCEMULATION_2.05.25.0804





I am trying to render first to a texture by using a Pbuffer, and then apply the texture to geometry.





After creating my window surface and its context, I make the window current, then I create the texture, then the pbuffer and its context, then I make the pbuffer current and then render. Is this correct?





Here is the list:





Initialize the display


Create the window surface & context


Make the window surface & context current





Create the texture:





    glGenTextures( 1, &itsMapTexture );


    glBindTexture( GL_TEXTURE_2D, itsMapTexture );





    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );


    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );


    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_CLAMP_TO_EDGE );


    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_CLAMP_TO_EDGE );





Create the Pbuffer and make it current:





    itsPbuffer = CreatePbufferSurface( 256, 256, false );





    clear the color buffer to RED (for testing)





Make the window surface current





And then when drawing the geometry with the texture I use:





            glEnable( GL_TEXTURE_2D );


            glBindTexture( GL_TEXTURE_2D, itsMapTexture );


            eglBindTexImage( eglGetCurrentDisplay(), itsPbuffer, EGL_BACK_BUFFER );





I release the texture after I am done with the current frame





            eglReleaseTexImage( eglGetCurrentDisplay(), itsPbuffer, EGL_BACK_BUFFER );


            glBindTexture( GL_TEXTURE_2D, 0 );


            glDisable( GL_TEXTURE_2D );





Is this the right order of steps? Could you please offer some ideas?





I am not seeing the cleared buffer value of RED. In fact depending on how I change the order sometimes I see a bright blue, and other times it is a dark blue.





Thank you for your help.