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_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.