I have code that renders to textures in frame buffer objects using GLES2. It seems that I can do this with RGBA textures on all devices. On many devices, I can have an RGB texture FBO, but this fails on some devices. Is there a way for me to query whether the GPU can handle an RGB texture FBO? Or do I have to write a test program to run upon initialization to see whether RGB texture FBOs are implemented?

-Ken