GLuint texture;
GLfloat test[4] = {2,3,4,5}, out[4];
//GLint test[4] = {2,3,4,5}, out[4];
glGenTextures(1,&texture);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_RECTANGLE_NV);
glBindTexture(GL_TEXTURE_RECTANGLE_NV,texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV,0,GL_FLOAT_RGBA_NV,1,1,0,GL_RGBA,GL_FLOAT,test);
//glTexImage2D(GL_TEXTURE_RECTANGLE_NV,0,GL_RGBA32I_EXT,1,1,0,GL_RGBA_INTEGER_EXT,GL_INT,test);
assert(glGetError()==GL_NO_ERROR);
glGetTexImage(GL_TEXTURE_RECTANGLE_NV,0,GL_RGBA,GL_FLOAT,out);
//glGetTexImage(GL_TEXTURE_RECTANGLE_NV,0,GL_RGBA_INTEGER_EXT,GL_INT,out);
assert(glGetError()==GL_NO_ERROR);
assert(test[0]==out[0] && test[1]==out[1] && test[2]==out[2] && test[3]==out[3]);