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);
chain.render_to_fbo(fbo, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ check_error();
glReadPixels(0, 0, width, height, GL_RED, GL_FLOAT, out_data);
+ check_error();
expect_equal(expected_data, out_data, width, height);