Well I got render-to-texture via EXT_framebuffer_object working (hooray!). There were a few busted examples I found through google, but I eventually worked through it.
I’m finding that it (unsuprisingly) only works with power-of-two textures for framebuffer render targets. If I use a non-power-of-2 texture I don’t get errors, but my app grinds down from 800 FPS to about 8 seconds per frame 
My question is, to those of you who are more familiar with FBO & render-to-texture, how do you deal with this limitation when what you really want is a framebuffer object exactly the size of your ‘primary’ framebuffer? Do you just render to a known region of your FBO and then clip/scale/whatever when you are rendering from your FBO?
Thanks!
