I'm currently developing a small hobby project for Android using OpenGL ES 2.0 and I'm looking into the differences between textures and renderbuffers as render targets of a shader. From what I understand, you can't sample renderbuffer data directly in a shader, which forces you to use textures when that becomes a necessity.
But when I look into extensions supported by my phone, I saw that the extension "GL_OES_rgb8_rgba8" allows you to define a renderbuffer that uses an rgba8 format to use for the color attachment of an FBO, not to mention that "vanilla" OGL ES2 itself already supports attaching a renderbuffer to the color attachment of an FBO.
My question is, why does this feature exist? What use does it have to render color to a renderbuffer when you can't sample from it? Am I missing some key information or programming tactics that make this useful?