I'm implementing an HDR rendering pipeline in an Android app using OpenGL ES 2.0 and I'm having some issues with floating-point textures, neither GL_FLOAT or GL_HALF_FLOAT_OES works as the texture type, as this will give GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT when the texture is used as a framebuffer target.
The code works perfectly if i set type to GL_UNSIGNED_BYTE so it really only is the floating-point issue that's causing it.
The device supports the extensions GL_OES_texture_float, GL_OES_texture_half_float, GL_EXT_color_buffer_float and GL_EXT_color_buffer_half_float.
I'm using GL_NEAREST as the GL_TEXTURE_MAG_FILTER/GL_TEXTURE_MIN_FILTER, but the device does support GL_OES_texture_half_float_linear so GL_LINEAR should work as well.
The device does support npot textures, but even with a power of 2 it still fails.
Thanks!