   FBO and GenerateMipmap
  Is glGenerateMipmap required to be called on a framebuffer texture? in the following code:glBindTexture(GL_TEXTURE_2D, FrameTexture);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,Width, Height, 0, GL_RGBA, GL_FLOAT, NULL);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glGenerateMipmapEXT(GL_TEXTURE_2D);glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, FrameTexture, 0);if I comment out the call to glGenerateMipmap(), any operations involving the FBO texture return black ( vec4(0) ) as a result. I'm using a GF6600 Go with series 90 forceware drivers. I can't seem to see the problem as the filtering is set to nearest...I'd appreciate any feedback.   
  This sounds like a driver bug.Try to reproduce it in small app(like based on nehe's firt tutorial code) and send it to nvidia.   ;  From the doc:    "Manual Mipmap Generation    Mipmaps can be generated manually with the command void GenerateMipmapEXT(enum target);...    Mipmap generation replaces texture array levels level[base] + 1    through q with arrays derived from the level[base] array, as    described above under Automatic Mipmap Generation.  All other mipmap    arrays, including the level[base] array, are left unchanged by this    computation.  For arrays in the range level[base] through q,    inclusive, automatic and manual mipmap generation generate the same    derived arrays, given identical level[base] arrays." So the function works a bit differently: first you need to make your texture from the start with mipmap support(change the min filter)Then you create the base level, with whatever method you like, be it glTexImage or render to texture,Then you call the mipmap function to fill all the other levels.Calling the function like that, with a texture with nearest min filter, and undetermined base level, has no predictable effect. May I add that I did manage to put this function to good use, just like I described, and probably your drivers are ok.   ;  ???Check if you are getting any opengl errors and check if the FBO is complete. Since your texture is still bound to the texture texture unit and you are trying to bind it as a render target, I am guessing you are getting the weird result. Put a glBindTexture(GL_TEXTURE_2D, 0); inplace of glGenerateMipmapEXT(GL_TEXTURE_2D); and see if it works.   ;  Yes! Thank you AP! this was the problem alright. Too bad AP's can't get rating++ ;)   