I’m using OpenGL ES 2.0 with an SGX 530 on a TI OMAP 3530 (Gumstix Fire). When I run glGetString(GL_EXTENSIONS), I get the following list:
L_OES_texture_half_float GL_OES_element_index_uint GL_OES_mapbuffer GL_OES_fragm
ent_precision_high GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_EXT_m
ulti_draw_arrays GL_IMG_shader_binary GL_IMG_texture_compression_pvrtc GL_IMG_te
So the GL_OES_texture_float extension seems to be supported. I'm using a framebuffer object (FBO) to do rendering-to-texture. I have three textures that are attached to the color attachment of the FBO at varying points throughout the application. When I use RGBA/UNSIGNED_BYTE format/type pair, everything runs fine. As soon as I try to use FLOAT as the type, the call glCheckFramebufferStatus(GL_FRAMEBUFFER) returns GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, and my application stops working.
The only thing I changed was going from this:
size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
size, size, 0, GL_LUMINANCE, GL_FLOAT, data);
for each of the three textures. Everything else is the same. Can anyone shed some light on what I might be doing wrong?