   FBO and fp texture for a depth map
  Is this possible? I thought I read lately someone here has accomplished using a FP32 or FP16 depthmap with FBO's? If so how do you setup the FBO for this? Do you still use GL_DEPTH_COMPONENT?glGenTextures(1, &depthtexture);glBindTexture(GL_TEXTURE_RECTANGLE_NV, depthtexture);glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA16_NV, texWidth, texHeight, 0, GL_RGBA, GL_FLOAT, NULL);glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_NV, depthtexture, 0);
  I haven't tried it practically, but here's what the doc says:    4.4.4.1 Framebuffer Attachment Completeness  * If <attachment> is DEPTH_ATTACHMENT_EXT, then <image> must have   a depth-renderable internal format.and higher up,    4.4.4 Framebuffer Completeness   * An internal format is "depth-renderable" if it is one of the    formats from table 3.16 whose base internal format is    DEPTH_COMPONENT.  No other formats are depth-renderable.So I guess it's ok as long as GL_FLOAT_RGBA16_NV/GL_RGBA is a depth renderable format. Which doesn't seem to be the case.;  I read something like "GL_DEPTH_COMPONENT24(_ARB) is the only format supported as depth attachment for nVidia" in another thread here some days ago...However - creating them by GL_DEPTH_COMPONENT should work anyway: (click).   