# Trouble using GL\_OES\_texture\_float

**URL:** <https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403>\
**Category:** PowerVR Insider\
**Created:** [July 10, 2009, 5:19pm UTC](https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403 "2009-07-10T17:19:09Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![j\_jiffer](https://avatars.discourse-cdn.com/v4/letter/j/8c91f0/32.png) [@j\_jiffer](https://forums.imgtec.com/u/j_jiffer)\
**Post date:** [July 10, 2009, 5:19pm UTC](https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403/1 "2009-07-10T17:19:09Z")

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Hello,  
  
I’m using OpenGL ES 2.0 with an SGX 530 on a TI OMAP 3530 (Gumstix Fire).&nbsp; When I run glGetString(GL\_EXTENSIONS), I get the following list:

Code:

GL\_OES\_rgb8\_rgba8 GL\_OES\_depth24 GL\_OES\_vertex\_half\_float GL\_OES\_texture\_float G  
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  
xture\_stream2 GL\_IMG\_texture\_npot

  
  
So the GL\_OES\_texture\_float extension seems to be supported.&nbsp; I'm using a framebuffer object (FBO) to do rendering-to-texture.&nbsp; I have three textures that are attached to the color attachment of the FBO at varying points throughout the application.&nbsp; When I use RGBA/UNSIGNED\_BYTE format/type pair, everything runs fine.&nbsp; 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:  

Code:

glTexImage2D(GL\_TEXTURE\_2D, 0, GL\_RGBA,  
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; size, size, 0, GL\_RGBA, GL\_UNSIGNED\_BYTE, data);  

  
  
to this:  

Code:

glTexImage2D(GL\_TEXTURE\_2D, 0, GL\_LUMINANCE,  
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; size, size, 0, GL\_LUMINANCE, GL\_FLOAT, data);  

  
  
for each of the three textures.&nbsp; Everything else is the same.&nbsp; Can anyone shed some light on what I might be doing wrong?  
  
Thanks!

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<div class="post-metadata">

**Author:** ![xmas](https://avatars.discourse-cdn.com/v4/letter/x/958977/32.png) [@xmas](https://forums.imgtec.com/u/xmas)\
**Post date:** [July 13, 2009, 10:08am UTC](https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403/2 "2009-07-13T10:08:34Z")

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The extension GL\_OES\_texture\_float introduces float textures. However it does not imply that these textures are colour renderable, i.e. that they can be used as colour attachment to an FBO. Currently, rendering to float textures is not supported.

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**Author:** ![smcallis](https://avatars.discourse-cdn.com/v4/letter/s/8e8cbc/32.png) [@smcallis](https://forums.imgtec.com/u/smcallis)\
**Post date:** [September 14, 2010, 11:10pm UTC](https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403/3 "2010-09-14T23:10:42Z")

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Is this still a limitation with the powervr drivers?smcallis2010-09-15 15:25:14

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**Author:** ![JoeDavis](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/joedavis/32/71_2.png) [@JoeDavis](https://forums.imgtec.com/u/JoeDavis)\
**Post date:** [October 6, 2010, 9:17am UTC](https://forums.imgtec.com/t/trouble-using-gl-oes-texture-float/403/4 "2010-10-06T09:17:01Z")

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As floating point texture support is an extension exposed in the drivers implemented by TI, you should contact them to see if this functionality has been added since the previous post in this topic.Joe2010-10-06 11:18:16
