Original Post
Hi! I want to render my scene into RGB fp16 texture. I create a framebuffer with that texture as color attachment 0 and a renderbuffer as depth. The problem is nothing is rendered into the texture. It's completely black (which is also interesting since I don't initialize it's content - NULL as data for glTexImage2D). Even when I set clear color to 1,1,1,1 and clear the view, the texture is still black. When I switch from framebuffer to simple glCopyTexSubImage2D everything works fine. I check framebuffer status every time it's being bound or changed in any way, and it's complete. I also check glGetError and it's also ok every time. Anyone knows what's going on? I'm trying to implement HDR and I can't do it without framebuffers. Please help. BTW: I use other framebuffers to do variance shadow mapping and it works fine.