I have a system that is ping-ponging FBOs as an effects processing pipeline. One of the effects is from Kyle Mcdonald’s ofxCv addon. Here is the link to the code; it is the non-shader version of flow distort. The code seems to work when the FBO textureTarget is set to the GLenum GL_TEXTURE_RECTANGLE_ARB.
A bunch of the other effects are shaders which make use of OpenGL 3.2. These seem to work with FBOs with the texture target GL_TEXTURE_2D.
Is there any way to convert between the two, at runtime? I would be appreciative of any pointers in the right direction! I get the gist that ARB should be avoided where possible, but I’ve been struggling to understand what it is really!
So (this might be obvious to you) but I think the solution may be that there is no ‘solution’:
So I my ‘solution’ to my particular problem was to make sure I am using the same texture type throughout the project. You can ensure that when you create textures they are of a certain type by declaring ofDisableArbTex() or ofEnableArbTex() before you start declaring your textures.
But yeah with your problem, and the FBOs. I think what your doing is right… Have you tried also setting the internal format on the fbo setting to GL_RGBA16F_AR?