   wrong interpolation with glBlitFramebufferEXT
  Hi,I'm rendering my scene to a texture. The texture is attached to a frame buffer.this is the code for creating the texture and the frame buffer:glGenFramebuffersEXT(1, &m_frameBuffer);glGenRenderbuffersEXT(1, &m_renderBuffer);glGenTextures(1, &m_frameBufferTex);glBindTexture(GL_TEXTURE_2D, m_frameBufferTex);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  texSizeX, texSizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_frameBuffer);glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_frameBufferTex, 0);The rendering to the texture works fine. I read the pixels from the texture and saved an image file to test this.After everything is rendered I blit the content from the FBO to the displayed frame buffer (the content is stretched with the blit operation):glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_frameBuffer);glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);glClear(GL_COLOR_BUFFER_BIT);// Clear The ScreenglBlitFramebufferEXT(0, 0, (int) m_nSrcWidth, (int) m_nSrcHeight,   m_dstBufferRect.GetLeft(), m_dstBufferRect.GetTop(),   m_dstBufferRect.GetRight(), m_dstBufferRect.GetBottom(),  GL_COLOR_BUFFER_BIT, GL_LINEAR);Usually this works fine, but it seems that on some (or all?) ATI cards the interpolation is not correct. I don't know if this is nearest neighbor interpolation or something else. The texture filter is specified as GL_LINEAR and the blit function also uses GL_LINEAR. So how can this happen?This image shows the result on a ATI Radeon X1600 (look at the interpolation of the "Jewellery secret" text at the top):Image with wrong interpolationI would really appreciate if someone can help me with this issue since it already bothers me for many weeks and I can't find a solution.   
  You're quite sure that you're not somehow resizing it after blitting?This might seem weird, but what happens if you use GL_NEAREST in the original definition of the rendertarget texture?   ;  I've now tested it with GL_NEAREST for minification and magnification filter in the  texture definition. It does not make any difference. On ATI card it looks as before - it seems like nearest neighbor is used. On nvidia card it looks correct. Here only the filter in glBlitFramebufferEXT seems to be used.Is it not possible to blit from frame buffer on ATI cards with linear interpolation? I really don't know what I'm doing wrong and why nobody else seems to have this problem.   ;  nobody? is nobody experiencing this problem? or does nobody use the blit function? how can it be that linear interpolation is not possible on ATI cards? (we have multiple users of our tool who reported this problem)I'd really need and appreciate your help.   