Now I have a perfect working FBO based render to texture (on the developing machine) but can't see it working on the ATI Radeon 9550 / X1050 mentioned in the subject of this post. Of course all the necessary extensions are present on the second machine and OpenGL version is 2.1.7873.
I attach the code to see if somebody discover something that can be improved.
I wanted also to ask:
1) if I can expect a bug/missing functionality on the driver for this trivial FBO implementation
2) if there is a tool to analyze FBOs
Code :glBindTexture(GL_TEXTURE_2D, textureName); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize, textureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); fbo = glGenFramebuffersEXT(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureName, 0); // Checks FBO status int status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); ReportFboStatus(status); // Draws on texture DrawShadow();