The problem that I have is that for the GBuffer in our deferred rendering 
pipeline, every texture is a Texture2D. The result of the lighting step is also 
a Texture2D. However, the last step, a lens simulation, is a TextureRectangle 
which get's positioned on the screen and then just displayed in a last step.

The output of the deferred pipeline is wrong (or non-existend), so I'm trying 
to debug and see, where in the pipeline the error is. For that purpose, I want 
to display the individual steps of the Pipeline, i.e. the textures within the 
GBuffer, the output of the lighting step and in the end the lens simulation. We 
are planning our update from very old OpenGL to OpenGL4, but until that is done 
I have to work with texture2D and texture2DRect as the glsl methods to access 
the textures. And I have to change the shader code additionally if I want to 
change the input texture from Texture2D to TextureRectangle, which adds a lot 
of time for debugging purposes. It's just inconvenient to do and therefore it'd 
be a whole lot easier to just change the input texture from Texture2D to 
TextureRectangle and display it.

I hope I could explain this sufficiently...

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