   FBO texture displacement
  Hi,i'm using FBOs to render to a float texture. I was using pbuffers before and the texture I was rendering seemed to be OK. However, I couldn't enable multitexturing and switched to FBOs (now that my graphics card supports it).The problem I'm experiencing with FBO is that when i render the texture, it is wrong rendered... there's a big displacement or offset to the bottom-left of let's say 20 pixels or so (visible when i render a big quad with the texture).So, the coordinates seem to be wrong, displaced... the exact same process was properly rendering the texture using pbuffer but with FBO looks like if i were doing:glBegin(GL_POINTS);glVertex2f(x-20,y-20)glEnd();Have you experienced similar problems using FBO class?   
  Nope, never had that happen. Check your modelview matrix.   ;  no, the modelview matrix is fine, it's the same i used in my pbuffer implementation.   ;  only time I've ever had anyhting like this it was due to something being setup wrong. Texture height/width/projection matrix etc   ;  I've seen similar things happen on a machine with an Nvidia Ion chipset - FBOs appeared to be transformed incorrectly (compared to the same code running on desktop GPUs), but only slightly offset.See if the same thing happens when you use a power-of-two texture size, like 512x512. That fixed the problem for me.   ;could it be a scaling problem?i'm using 512x512 textures...Geometry Image using pbuffers:GI pbufferGometry Image using FBO:GI FBO;  I found the problem, it seemed to be a scaling problem: In my pbuffer implementation I had something likepBuffer::Initialize(width,height);that was missing in the FBO implementation, so simply adding:fbo.bind();glViewPort(0,0,TEXTURE_WIDTH,TEXTURE_HEIGHT);solved the problem.