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FBOs in fullscreen

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This is strange. I've just switched from pbuffers to FBOs, and they work fine for rendering to texture in windowed mode - but in fullscreen, the texture remains blank. Here's how I set up the FBO and its accompanying texture and renderbuffer:
 glGenTextures(1,&texture);
 glBindTexture(GL_TEXTURE_2D,texture);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);

 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	
 glGenFramebuffersEXT(1,&framebuffer);
 glGenRenderbuffersEXT(1,&renderbuffer);

 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer);
 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, size, size);

 GLenum status=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
 switch(status){
  case GL_FRAMEBUFFER_COMPLETE_EXT:
   break;
  case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
   break;
  default:
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
   exit(0);
 }

 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);

 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0);
 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderbuffer);
 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

And rendering (which hardly seems worth posting):
 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);

 Render();

 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

Anyone else experienced problems using FBOs in fullscreen? The code is so straightforward that I don't see much that could be going wrong with it, so I'm wondering if this is a driver issue. This is on a creaky old GF Go5200, with the latest drivers from guru3d. Thanks for any help.

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