Original Post
hey there, i'm running into problems using regular frame buffer objects for use with a regular colour texture render target. After these few lines of initialization: GLuint fb_ = 0; GLuint tex_ = 0; glGenFramebuffersEXT(1, &fb_); glGenTextures(1, &tex_); glBindTexture(GL_TEXTURE_2D, tex_); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_, 0); i get the error constant "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT" when checking the FrameBuffer status by help of that check function. The ATI SDK pdf told me that this error means that the texture format isn't renderable. I took the Texture initialization code out of the samples chapter of the same pdf however. I'm currently on a ATI Radeon 9600 Pro and I'm wondering if my hardware isn't capable of this feature. Anybody got an idea what's causing this?