   Render to texture not working with nvidia 7600 GT
  I have an application that does a render to texture using the frame buffer extension.  It binds a texture to the color attachment using GL_LUMINANCE with byte data and it uses a single render buffer for the depth and stencil buffer.  I've tested the code on 3 different cards.  It works great on a nvidia GeForce 9400 and Quadro FX 580 but fails to work on the 7600 GT.  I get back GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT from glCheckFramebufferStatusEXT(GL.GL_FRAMEBUFFER_EXT) on the 7600 and GL_FRAMEBUFFER_COMPLETE_EXT on the other 2.  Edit: I thought maybe since I was getting GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT and not GL_FRAMEBUFFER_UNSUPPORTED_EXT that I might be doing something wrong.Edit2: I thought it might be that the sizes were not powers of 2 but I tried that and still get the INCOMPLETE status and it doesn't show up.Edit3: I was looking around and saw this  It talks about a bug in nvidia's driver for RTT.  I was thinking this could be the case but the other nvidia cards work with the same driver so I'm not sure.  I was then looking at this and as far as I can tell everything is attachment complete, otherwise it wouldn't work on the other cards.  I'm thinking it might be the mipmap thing since I don't use mipmaps or it could be the GL_LINEAR thing because I am using that.  Does anyone know what an "integral texture" is? I'm not sure if I am using them or not.Thanks for any info,Max[Edited by - madmax46 on July 7, 2010 2:24:35 PM]
  Well, got it working with some outside help (thanks Pat!).  Basically the card doesn't support render to texture using GL_LUMINANCE, so I modified my code to attempt to initialize using GL_LUMINANCE and if I get the error code, dispose and reinitialize using RGB8.  The only thing different I have to do is create my byte array 3 times as large and it all works the same!   