GL_ARB_texture_float requires float pixel format?


I’m into coding some deferred shading so I need to use a texture with floating point data to place data in in my fragment shader. Now, if I use the EXT_framebuffer_objects extension so that I write only to the float textures and no framebuffer (using glDrawBuffers), do I still need to use a pixel format in the context that supports floats? (As I have no other use of a floating point pixel format other than storing data from the fragment shader)

/ Lars