Original Post
This is a separate topic from my other query so I thought I should put it in a separate thread. I'm having problems using NV_float_buffer. When I use it to render a texture, it turns completely white, although I've checked and the GL_NV_float_buffer extension is supported by my hardware. Any ideas what the problem could be?
int IEGLGenerateRectTexture( GLint nTextureID,
GLint nTextureWidth,
GLint nTextureHeight,
GLubyte *pTexture,
unsigned int nTextureMode )
{
if( ex_bSupportRectangleTextures )
{
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, nTextureID );
if( ex_bSupportFloatingPointBuffers )
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
}
else
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
glTexParameteri( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexParameteri( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
if( ex_bSupportFloatingPointBuffers )
{
glTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, GL_FLOAT_RGBA32_NV, nTextureWidth, nTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexture );
}
else
{
glTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, nTextureWidth, nTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexture );
}
return 0;
}
return IEGLGenerate2DTexture( nTextureID,
nTextureWidth,
nTextureHeight,
pTexture,
nTextureMode );
}