I have a lot of problems with FBOs and multisample FBOs when using float as the internal format.
1 Draw scene to Float Multisampled FBO (called FBO_MS) (renderbuffers as storage)
2 Blit FBO_MS to FBO2 ( textures as storage)
3 draw textures from FBO2 to fullscreen quad in order to apply final tonemapping shader (etc)
A: texture target is NPOT GL_TEXTURE_2D (RECTS have been tested with the same problems)
B: all floats are GL_RGBA16F_ARB
C: all depth buffers and depth textures are GL_DEPTH_COMPONENT
(D: There are no problems rendering regular float textures)
(E: There are no problems if the internal format is of standard RGBA8 type for example)
(F: There are no problems to blit from MS float FBO to RGBA8 FBO)
I have severe problems with this on my Mac even though all extensions seem to be supported. Do other platforms have issues with this as well? (Right now I can’t test my code on a Win or Linux PC)
It seems like the problem is located in glBlitFramebuffer.
The result is that the computer slows to a halt, gets garbled graphics and finally freezes completely. Feels like there is some random write to system memory or so