I try to create a “Render-to-Float-Texture” Pbuffer in order to do HDR Rendering stuff. I want to use WGL_NV_render_texture_rectangle in conjunction with WGL_ATI_pixel_format_float.
But if I use both extensions together, wglChoosePixelFormatARB() returns no suitable pixelformat. Both extensions used alone seems to work, though (i.e. creating either a render-to-float-pbuffer or a 32bit-render-to-rectangle-pbuffer)
Also, I´m asking myself how to create a ARB_npot capable RTT pbuffer… It would be more convenient to me (because of the normalized texture coordinates). Is that even possible?
Another thing I tried was to create a rectangle-float-pbuffer (without RTT capablility) and then to copy the contents over to a npot-float-texture using glCopyTexSubImage(). For some reason this crashed my machine
Hopefully, FBO will overcome all those cumbersome limitations and dependencies…
Some facts: I´m using a GF6800GT on W2K with 75.90 drivers.
So, if anybody has a tip how to get render-to-rectangular-floating-point-texture (hey a new acronym is born: RTRFPT working, I´m glad to hear it!