   FBO floating point problem
  I'm drawing a scene to a FBO with GL_RGBA16F format.The problem is, everything gets black when I visualize the content of the FBO.Note that this doesnt happen if I use RBG8 format. I'm thinking since I'm outputing colors as values between 0 and 1, in this new format the range is way bigger, and this is the problem? If so, what is the new range?I'm trying to do HDR, by the way. Also my graphic card is a GTX 295, so it should be able to handle it.EDIT: It seems that the line that makes everything black is the where I mix fog color with the result.float z = (gl_FragCoord.z/gl_FragCoord.w)/zFar;float fogFactor = exp2( -gl_Fog.density * gl_Fog.density * z * z * LOG2 );fogFactor = clamp(fogFactor, 0.0, 1.0);color.rgb = gl_Fog.color.rgb * fogFactor + color.rgb * (1.0 - fogFactor);    This only happens with 32bit fload fbo!If I remove the fog code, everything works fine, maybe driver bug?[Edited by - Relfos on April 19, 2010 12:00:45 PM]
  Hi,Check to make sure there are no compiling errors for the shader. Also try debugging by just setting the color to fogFactor and see if that's correct.   ;Quote:Original post by othelloHi,Check to make sure there are no compiling errors for the shader. Also try debugging by just setting the color to fogFactor and see if that's correct.Hi, I found the problem. I enabled fog and setup the fog color inside the FBO rendering phase, and it worked now. I never though that fbos would have a separate fog setting/context.   