(2) Attempting to bind a framebuffer using GL_RGB32F_ARB, and
GL_RGBA32F_ARB formats will fail on my hardware (Nvidia GeForce
6800GS) with error GL_FRAMEBUFFER_UNSUPPORTED_EXT, which means the
format combination was invalid for implementation-dependent reasons.
However, this doesn't make sense, based on information online, which
indicates this should work. See:
http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial.htm :
"Using textures as render targets".... or google.
This is a problem, since certain demos which make use of the R32F
format won't work with FBOs - but oddly work with pbuffers.
See SoftShadowsII: http://www.humus.ca/index.php?page=3D&&start=8
On the other hand I know R16F -> GL_RGB16F works fine, based on 3Dc demo.
I'm seeing in quite a few places that this must be done to fix the issue
of floating point textures:
GL_TEXTURE_WRAP_S -> GL_CLAMP_TO_EDGE
GL_TEXTURE_WRAP_T -> GL_CLAMP_TO_EDGE
GL_TEXTURE_MIN -> GL_NEAREST
GL_TEXTURE_MAG -> GL_NEAREST
Hmmm.. not quite sure where to change it though..