You can render to GL_RGB32F, but you can’t use blending.
I need blending but not the range and precision, so I’m rendering to RGB8 texture and finally I render this texture to RGB32F texture.
thats weird… i can render to the FBO without any errors… but when i try to render the GL_32F_ARB FBO texture all i get is a black texture and a fps below 1…
Have you tried checking the status of the framebuffer object for errors? I used to get the GL_FRAMEBUFFER_UNSUPPORTED_EXT error until I figured out that I could only use GL_NEAREST filtering with my GL_RGBA32F_ARB texture. i.e.
// initialize the framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbID[0]);
glBindTexture(MY_TEXTURE_TARGET, textureID[0]);
// the texture clamps at the edges
glTexParameteri(MY_TEXTURE_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(MY_TEXTURE_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// use nearest pixel to get value for minification and magnification
glTexParameterf(MY_TEXTURE_TARGET, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(MY_TEXTURE_TARGET, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the texture size and format
glTexImage2D(MY_TEXTURE_TARGET, 0, GL_RGBA32F_ARB,
pPosTexW, pPosTexH, 0, GL_RGBA, GL_FLOAT, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
MY_TEXTURE_TARGET, textureID[0], 0);
Try to disable blending. It is not supported internally and falls to software mode with float rendertarget. Half rendertargets blending is supported on 7800, but not float one.
[EDIT]
Oops, k_szczech, I didn’t mentioned your post.