Original Post
Hey guys, I have some kind of confusion about the coordinate system of the texture attached to an FBO. I've created a 128x128 texture, I set up a 2d orthogonal projection from 0 to 128 in X and Y, and I'm directly rendering a triangle in the points (0, 0), (40, 40) and (0, 40). The texture dump gives me this image: 
Not only that a triangle of those dimensions goes out of the texture, but also the texture looks stretched horizontally! Please see the code shown next for more details: Have you rendered successfully with FBOs? Did you find any issues with the coordinates inside the texture? I'd really appreciate any light on the matter. Thank you very much, Ciro. NOTE: FYI, I've read the FBO extension registry and it does not dwell too much into screen coordinates for textures. If you spot something I've missed, I will also be very grateful :-).

//Creating a new texture and initializing with a triangle
glBindTexture(GL_TEXTURE_2D, fluid->velocityTexture[0]);
//Setting texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//Creation of the texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_FLOAT, textureCanvas);
//Attachment to FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, fluid->velocityTexture[0], 0);
//This assumes I'm already bound to the FBO
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, 0, height); //Width and height of the texture (128x128)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_TRIANGLES);
glColor4f(0.75f, 0.75f, 0.75f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(40.0f, 40.0f);
glVertex2f(0.0f, 40.0f);
glEnd();
glPopMatrix();
glFinish();