Sucks for you. FBOs aren’t even supported on older Intel cards.
FBOs are easy to use for accumulation. Remember that the accumulation is deprecated in OpenGL 3.x, replaced by FBOs. The accumulation buffer is basically a screen sized off-screen buffer that can have higher precision. FBOs are exactly the same except you can decide the format and resolution yourself. Just create two FBOs. One will be your screen buffer replacement (so you can read from it as a texture), and the other will be your accumulation buffer. Bind a TEXTURE_2D to each of them with the desired properties. Then use it as an accumulation buffer blending the screen buffer texture to the accumulation FBO. A GL_ADD would be in psuedo-code:
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, accumulationFBO); //You can also use EXT_framebuffer_object instead of GL30
GL11.glBindTexture(GL11.GL_TEXTURE_2D, screenBufferTexture);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
//Fullscreen pass over the screen, using glBegin/glEnd or with a vertex array.
Setting up FBOs is a little trickier, but there are plenty of tutorials out there. Just start out really easy so you can experiment with how FBOs work. They are tricky.
Like I said though, FBOs aren’t supported on older Intel cards, but you can always have two options. I’m a little curious about what special effect you want to achieve. Is it motion blur? =D