I've just gotten started with PBuffers in OpenGL, and after a bit of work I'm able to render a scene into a texture successfully. However, I am at a loss as to how I'd generate mipmaps for it, which should be updated every frame (since the scene is changing every frame). From my searching, Apple's PBuffer documentation seems extremely minimal, and I can't seem to find any examples for how to generate mipmaps for PBuffers. If possible, could someone list all the steps necessary to do this successfully?
Thanks very much for any help,