As I pointed out before, the core spec. does provide a guarantee.
It says that the RGB565, RGBA4444 & RGBA5551 internal formats
are color renderable and that NO other format is color renderable.
Regardless of the confusion about how an application can guarantee
to create a texture with one of these internal formats, it is very
clear that an FP texture is not going to have one of these
internal formats and will therefore not be color renderable.
An extension is required in OpenGL ES and in WebGL.
As far as I recall, OpenGL ES 2.0 makes no promises about what types of textures can be bound to frame buffers. The only way to know is to bind one and then call glCheckFramebufferStatus.
So, do we need a specific extension to enable rendering to floating point textures or is the current situation good enough?
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