check_error();
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
check_error();
glGenFramebuffers(1, &fbo);