I have an FBO with 5 textures (depth and color 0,1,2,3) attached all the same size. Everything renders fine.
I attach another color texture, but this one is half res, no FBO completeness errors, nothing, but now rendering to just color attachment 0 and 1 which worked before, only renders to the lower left quarter of the first draw buffer, the second draw buffer still renders fine...
Ive only attached the extra texture to the FBO, I havent set it up for use using glDrawBuffers() or glClearBuffer*().
Now Ive read mixed resolution FBOs will only render (use?) the area of the smallest/minimum attached texture, thats fine, I can understand that if you render out to mixed res targets it would only fill the smallest of the attached images.
But I simply created a half texture and attached it to the FBO. glDrawBuffers() calls are still only targeting color0 and color1 for output. Yet it seems to think the full res color0 is half the size. Is this the correct behavior? What good is supporting mixed resolutions if smaller image use cant be managed by glDrawBuffers()?
Same result on NV as AMD.