When transferring a framebuffer's texture to the screen, data is periodically lost

I am rendering to a offscreen unclamped color texture. I am able to successfully read the data using glReadPixels. The problem I am having occurrs when I want to take that texture and bind it to the on-screen framebuffer. When I do that and use a fragment shader that converts the unclamped color to your normal RGB value, sections of the texture are not mapped to the on-screen buffer periodically when I sweep through different rotations of the object.

  
	cgBindPrograms(0,6); 
	CGparameter imageParam = 
			cgGetNamedProgramParameter(cgGetFragmentProgram(6),CG_PROGRAM,"texImage");
	cgGLSetTextureParameter(imageParam,m_texture[IMAGE_IDX].id);
	cgGLEnableTextureParameter(imageParam);

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);

	glDrawBuffer(GL_BACK); // write texture	
	glShadeModel(GL_FLAT);	
	glClearDepth(1E8);
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE,GL_ONE); // full additive blending
	
	// create a quad to cover the entire view area
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	glBegin(GL_QUADS);
		glTexCoord2f(m_clipBoundary.min.x,m_clipBoundary.min.y);
		glVertex2f(m_clipBoundary.min.x,m_clipBoundary.min.y);
		glTexCoord2f(m_clipBoundary.max.x,m_clipBoundary.min.y);
		glVertex2f(m_clipBoundary.max.x,m_clipBoundary.min.y);
		glTexCoord2f(m_clipBoundary.max.x,m_clipBoundary.max.y);
		glVertex2f(m_clipBoundary.max.x,m_clipBoundary.max.y);
		glTexCoord2f(m_clipBoundary.min.x,m_clipBoundary.max.y);
		glVertex2f(m_clipBoundary.min.x,m_clipBoundary.max.y);
	glEnd();

	glXWaitGL();
	glXSwapBuffers(m_pDisplay, m_window);

	glDisable(m_texture[IMAGE_IDX].target);
	cgGLDisableTextureParameter(imageParam);

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,m_fo.id);
}

Any help will be greatly appreciated. Thanks,

Aaron

Screenshot?

It is difficult to understand what is going on from your description.

Set color mask before your clear.
Set texenv to GL_REPLACE (or equivalent).