i've just read that tutorial about HDR:

the author suggests that to be able to store a bigger range of values into the color buffer, a GL_RGB16F (or higher) FBO texture is required. what i dont get is: why ? cant we just do these 2 "post-processing" steps (tone mapping and eventually gamma correction) in the original program that draws all the scene ? so whats the point of having higher precision FBO attachments ?