I have an FBO which has been created in the following way:
glGenRenderbuffers(1, &m_depthStencilBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthStenc
The problem was a stupid bug on my part, in my FBO resize code I called:
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, ...);
instead of
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, ...);
Yes, it will be clamped to the range (0, 1) - check out glClampColor and disable color clamping.
Hope this helps!