Example usage for org.lwjgl.opengl GL20 glDrawBuffers

List of usage examples for org.lwjgl.opengl GL20 glDrawBuffers

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glDrawBuffers.

Prototype

public static void glDrawBuffers(@NativeType("GLenum const *") int[] bufs) 

Source Link

Document

Array version of: #glDrawBuffers DrawBuffers

Usage

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java

License:Apache License

@Override
public void glDrawBuffers(int n, IntBuffer bufs) {
    GL20.glDrawBuffers(bufs);
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20FrameBuffer.java

License:MIT License

private void updateOutputBuffers() {
    // Set the output to the proper buffers
    if (outputBuffers.isEmpty()) {
        // No color to output
        GL20.glDrawBuffers(GL11.GL_NONE);
    } else {//from w ww.ja  v  a  2  s. c om
        // Keep track of the buffers to output
        final int[] outputBuffersArray = outputBuffers.toArray();
        // Sorting the array ensures that attachments are in order n, n + 1, n + 2...
        // This is important!
        Arrays.sort(outputBuffersArray);
        final IntBuffer buffer = CausticUtil.createIntBuffer(outputBuffers.size());
        buffer.put(outputBuffersArray);
        buffer.flip();
        GL20.glDrawBuffers(buffer);
    }
}

From source file:de.ikosa.mars.viewer.glviewer.engine.GLRenderer2Stage.java

License:Open Source License

public void Draw() {
    // forward pass
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbAId);
    GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    scene.Pass(GLScene.PassType.Forward, camera);

    // post pass/*from   w ww  . j a  v  a  2  s  .c  o m*/
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbBId);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    ssqScene.Pass(GLScene.PassType.PostProcess);

    // post B pass
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    ssqScene.Pass(GLScene.PassType.PostProcess2);

}

From source file:de.ikosa.mars.viewer.glviewer.engine.GLRendererForward.java

License:Open Source License

public void Draw() {
    // forward pass
    GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    scene.Pass(GLScene.PassType.Forward, camera);
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glDrawBuffers(int n, IntBuffer bufs) {
    GL20.glDrawBuffers(bufs);
}

From source file:kubex.gui.DepthPeelingLiquidRenderer.java

License:Creative Commons License

/**
 * Resources had been initcialized on KubexGame class, but here they are propperly configured.
 *///from w w w .j  av a2  s  . co  m
@Override
public void initResources(int layersTex, int currentNormalTex) {
    for (int i = 0; i < this.layersFbos.length; i++) {
        this.layersFbos[i] = glGenFramebuffers();
        glBindFramebuffer(GL_FRAMEBUFFER, this.layersFbos[i]);
        GL30.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, layersTex, 0, i); //assign one layer of the texture array to each layer fbo

        IntBuffer drawBuffers = null;

        if (i == 0) { //The first layer will render the normal of the water to a texture, too.
            drawBuffers = BufferUtils.createIntBuffer(1);
            GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentNormalTex,
                    0);

            drawBuffers.put(GL_COLOR_ATTACHMENT0);
            drawBuffers.flip();
        } else {
            drawBuffers = BufferUtils.createIntBuffer(0);
        }

        GL20.glDrawBuffers(drawBuffers);

    }
}

From source file:kubex.KubexGame.java

License:Creative Commons License

/**
 * Inits the game resources (Images, pools, shaders, objects, etc.)
 *//*from   www  . jav a2s .c om*/
private void initResources() throws IOException {
    //Inits static pools
    FloatBufferPool.init(Chunk.CHUNK_DIMENSION * Chunk.CHUNK_DIMENSION * Chunk.CHUNK_DIMENSION * 2 * 6 * 6, 20);
    ByteArrayPool.init(Chunk.CHUNK_DIMENSION,
            (settings.RENDER_DISTANCE * 2 + 1) * World.HEIGHT * (settings.RENDER_DISTANCE * 2 + 1) * 2);
    glEnable(GL11.GL_CULL_FACE);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL11.GL_BLEND);
    glClearColor(0.6f, 0.8f, 1.0f, 0f);

    //Inits shaders
    GL20.glUseProgram(0);
    textManager = new GlobalTextManager();
    this.DVSP = new DepthVoxelShaderProgram(true);
    this.VSP = new TerrainVoxelShaderProgram(true);
    this.HSP = new HudShaderProgram(true);
    this.DTSP = this.settings.SHADOWS_ENABLED ? new DeferredTerrainShaderProgram(true)
            : new DeferredTerrainUnshadowShaderProgram(true);
    this.DRSP = this.settings.REFLECTIONS_ENABLED ? new DeferredReflectionsShaderProgram(true)
            : new DeferredNoReflectionsShaderProgram(true);
    this.DUTSP = this.settings.SHADOWS_ENABLED ? new DeferredUnderwaterTerrainShaderProgram(true)
            : new DeferredUnderwaterUnshadowTerrainShaderProgram(true);
    this.DUFSP = new DeferredUnderwaterFinalShaderProgram(true);

    //Inits essential objects
    this.TM = new TimeManager();
    this.cam = new Camera(CAMERA_NEAR, CAMERA_FAR, 80f, (float) (X_RES * 3 / 4) / Y_RES); //FOV more width than height BY DESIGN, so blocks looks more "plane". Looks nicer that way, i think.
    this.camInvProjEnv = new CameraInverseProjEnvelope(this.cam);
    this.shadowsManager = new ShadowsManager(SHADOW_SPLITS, this.cam);
    this.liquidRenderer = new DepthPeelingLiquidRenderer(LIQUID_LAYERS);

    this.sunCam = new Camera(new Matrix4f());
    this.sunCam.moveTo(0, 5, 0);
    this.sunCam.setPitch(0);

    this.sky = new Sky(cam, this.sunCam);
    File mapRoute = new File(this.settings.MAP_ROUTE);
    mapRoute.mkdir(); //Creates the maps folder
    this.fileManager = new FileManager(mapRoute, settings.RENDER_DISTANCE);
    this.fileManager.getSettingsFromFile(settings); //Reads default settings from settings file.
    this.world = new World(this.VSP, this.cam, this.sunCam, this.shadowsManager, this.sky, fileManager,
            this.settings);
    this.finalDrawManager = new FinalDrawManager(this.world, this.sky, this.shadowsManager, this.liquidRenderer,
            this.camInvProjEnv.getInvProjMatrix(), CAMERA_NEAR, CAMERA_FAR);
    this.hud = new Hud(this.HSP, X_RES, Y_RES);

    //Load textures here
    glActiveTexture(TEXTURE_FETCH[TILES_TEXTURE_LOCATION]);

    //GL_NEAREST for that blocky look
    //loads the tiles textures into a array
    tilesTexture = Util.loadTextureAtlasIntoTextureArray(FileLoader.loadTileImages(), GL11.GL_NEAREST,
            GL11.GL_NEAREST_MIPMAP_LINEAR, true, settings.ANISOTROPIC_FILTERING_ENABLED);

    Util.loadPNGTexture(FileLoader.loadWaterNormalImage(), TEXTURE_FETCH[WATER_NORMAL_TEXTURE_LOCATION]); //loads the water normal texture

    glActiveTexture(GL_TEXTURE0);
    nightDomeTexture = TextureLoader.getTexture("JPG",
            ResourceLoader.getResourceAsStream("images/nightdome.jpg")); //loads the nightdome

    //Without this, text printing using Slick-Utils doesn't work. Seems it still uses some old mode OpenGL.
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
    GL11.glClearDepth(1);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glViewport(0, 0, X_RES, Y_RES);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, X_RES, Y_RES, 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    //First pass deferred rendering
    this.baseFbo = glGenFramebuffers();
    glBindFramebuffer(GL_FRAMEBUFFER, this.baseFbo);

    int colorTexture = glGenTextures();
    int brightnessNormalsTexture = glGenTextures();

    //Creates and inits the base color texture as a RGB texture
    glActiveTexture(TEXTURE_FETCH[BASEFBO_COLOR_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, colorTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, X_RES, Y_RES, 0, GL_RGB, GL_UNSIGNED_BYTE, (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);

    //Creates and inits the brightness and normals texture as a RGBA texture
    glActiveTexture(TEXTURE_FETCH[BASEFBO_NORMALS_BRIGHTNESS_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, brightnessNormalsTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGBA, X_RES, Y_RES, 0, GL11.GL_RGBA, GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, brightnessNormalsTexture,
            0);

    //The depth buffer of this FBO will be a texture, too. This will make depth sorting slower but we will be able to access depth values later.
    int baseFboDepth = glGenTextures();

    glActiveTexture(TEXTURE_FETCH[BASEFBO_DEPTH_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, baseFboDepth);
    glTexImage2D(GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, X_RES, Y_RES, 0, GL_DEPTH_COMPONENT,
            GL_UNSIGNED_INT, (FloatBuffer) null);
    System.out.println("ERR" + GL11.glGetError());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, baseFboDepth, 0); //Set the depth texture as the default render depth target

    IntBuffer drawBuffers = BufferUtils.createIntBuffer(2); //Drawing to 2 textures

    drawBuffers.put(GL_COLOR_ATTACHMENT0);
    drawBuffers.put(GL_COLOR_ATTACHMENT1);

    drawBuffers.flip();
    GL20.glDrawBuffers(drawBuffers);

    //Second pass deferred rendering
    this.deferredFbo = glGenFramebuffers();
    glBindFramebuffer(GL_FRAMEBUFFER, this.deferredFbo);

    int deferredColorTex = glGenTextures();

    //Only uses one texture, a RGBA color texture
    glActiveTexture(TEXTURE_FETCH[DEFERREDFBO_COLOR_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, deferredColorTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGBA, X_RES, Y_RES, 0, GL11.GL_RGBA, GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL30.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, deferredColorTex, 0);

    drawBuffers = BufferUtils.createIntBuffer(1);

    drawBuffers.put(GL_COLOR_ATTACHMENT0);

    drawBuffers.flip();
    GL20.glDrawBuffers(drawBuffers);

    //If shadows are enabled, we init each shadow map texture, placed in an array
    if (this.settings.SHADOWS_ENABLED) {

        int shadowTexture = glGenTextures();

        glActiveTexture(TEXTURE_FETCH[SHADOW_TEXTURE_LOCATION]);

        glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, shadowTexture);
        //Creates a texture array to place the shadows in
        GL12.glTexImage3D(GL30.GL_TEXTURE_2D_ARRAY, 0, GL14.GL_DEPTH_COMPONENT16, SHADOW_XRES, SHADOW_YRES,
                this.shadowsManager.getNumberSplits(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
                (FloatBuffer) null);
        System.out.println("ERR" + GL11.glGetError());
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); //Needed to do hardware PCF comparisons via shader
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); //Needed to do hardware PCF comparisons via shader
        glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL14.GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); //Needed to do hardware PCF comparisons via shader

        this.shadowFbos = new int[this.shadowsManager.getNumberSplits()];
        //Creates one framebuffer per shadow map
        for (int i = 0; i < this.shadowsManager.getNumberSplits(); i++) {
            this.shadowFbos[i] = glGenFramebuffers();
            glBindFramebuffer(GL_FRAMEBUFFER, this.shadowFbos[i]);
            GL30.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowTexture, 0, i); //Each framebuffer will have one texture layer (one index of the texture array created before) assigned as render target

            drawBuffers = BufferUtils.createIntBuffer(0);

            GL20.glDrawBuffers(drawBuffers);

        }
    }

    //Liquid layers depth generation. Equal to the shadows depth textures generation.
    int liquidLayers = glGenTextures();

    glActiveTexture(TEXTURE_FETCH[LIQUIDLAYERS_TEXTURE_LOCATION]);
    glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, liquidLayers);
    GL12.glTexImage3D(GL30.GL_TEXTURE_2D_ARRAY, 0, GL14.GL_DEPTH_COMPONENT24, X_RES, Y_RES,
            this.liquidRenderer.getNumLayers(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, (FloatBuffer) null);

    glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); //We will compare manually the depth in the shader, we will not perform PCF of any sort in this case
    glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);

    int currentLiquidNormalTex = glGenTextures();

    glActiveTexture(KubexGame.TEXTURE_FETCH[KubexGame.CURRENT_LIQUID_NORMAL_TEXTURE_LOCATION]);
    glBindTexture(GL_TEXTURE_2D, currentLiquidNormalTex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGB, X_RES, Y_RES, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE,
            (FloatBuffer) null);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    this.liquidRenderer.initResources(liquidLayers, currentLiquidNormalTex);

    //Reset active texture and fbo to the default
    glActiveTexture(GL13.GL_TEXTURE0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

From source file:me.thehutch.fusion.engine.render.opengl.FrameBuffer.java

License:Open Source License

protected final void updateOutputBuffers() {
    // Check if there are any attachments
    if (outputBuffers.isEmpty()) {
        // Set the draw buffers to none
        GL20.glDrawBuffers(GL_NONE);
    } else {//from www.  j  a v a 2 s  .  c  o m
        final int[] outputs = outputBuffers.toArray();
        // Sort the buffers to they are in order
        Arrays.sort(outputs);
        // Convert the output buffers to an IntBuffer
        final IntBuffer buffer = BufferUtils.createIntBuffer(outputs.length);
        buffer.put(outputs);
        buffer.flip();
        // Set the draw buffers to the output buffers
        GL20.glDrawBuffers(buffer);
    }
    // Check for errors
    RenderUtil.checkGLError();
}

From source file:net.smert.frameworkgl.opengl.helpers.FrameBufferObjectHelper.java

License:Apache License

public void drawBuffer(IntBuffer intBuffer) {
    GL20.glDrawBuffers(intBuffer);
}

From source file:org.spout.engine.filesystem.resource.ClientRenderTexture.java

License:Open Source License

@Override
public void writeGPU() {
    if (framebuffer != INVALID_BUFFER) {
        throw new IllegalStateException("Framebuffer already created!");
    }/*from  ww w .  j  ava  2s  .  c  om*/

    int buffers = 1;

    //Create the color buffer for this renderTexture
    textureID = GL11.glGenTextures();
    SpoutRenderer.checkGLError();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    SpoutRenderer.checkGLError();

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    SpoutRenderer.checkGLError();
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    SpoutRenderer.checkGLError();
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT,
            (ByteBuffer) null); // Create the texture data
    SpoutRenderer.checkGLError();

    if (useNormalBuffer) {
        //Create the color buffer for this renderTexture
        normalTarget = GL11.glGenTextures();
        SpoutRenderer.checkGLError();
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
        SpoutRenderer.checkGLError();

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null); // Create the texture data
        SpoutRenderer.checkGLError();
        buffers++;
    }

    if (useDepthBuffer) {
        //Create the color buffer for this renderTexture
        depthTarget = GL11.glGenTextures();
        SpoutRenderer.checkGLError();
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
        SpoutRenderer.checkGLError();

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        SpoutRenderer.checkGLError();
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, width, height, 0,
                GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); // Create the texture data
        SpoutRenderer.checkGLError();
        buffers++;
    }

    if (useEXT) {
        framebuffer = EXTFramebufferObject.glGenFramebuffersEXT();
        SpoutRenderer.checkGLError();

        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
        SpoutRenderer.checkGLError();

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        SpoutRenderer.checkGLError();

        EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, textureID, 0);
        SpoutRenderer.checkGLError();

        if (useDepthBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
            SpoutRenderer.checkGLError();

            EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, depthTarget, 0);
            SpoutRenderer.checkGLError();
        }

        if (useNormalBuffer) {

            GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
            SpoutRenderer.checkGLError();

            EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    EXTFramebufferObject.GL_COLOR_ATTACHMENT1_EXT, GL11.GL_TEXTURE_2D, normalTarget, 0);
            SpoutRenderer.checkGLError();
        }

        if (EXTFramebufferObject.glCheckFramebufferStatusEXT(
                EXTFramebufferObject.GL_FRAMEBUFFER_EXT) != EXTFramebufferObject.GL_FRAMEBUFFER_COMPLETE_EXT) {
            System.out.println("ERROR: Framebuffer not complete");
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }
        SpoutRenderer.checkGLError();
    } else {
        framebuffer = GL30.glGenFramebuffers();
        SpoutRenderer.checkGLError();

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
        SpoutRenderer.checkGLError();

        IntBuffer drawBuffers = BufferUtils.createIntBuffer(buffers);
        drawBuffers.put(GL30.GL_COLOR_ATTACHMENT0);
        if (useNormalBuffer) {
            drawBuffers.put(GL30.GL_COLOR_ATTACHMENT1);
        }
        drawBuffers.flip();
        GL20.glDrawBuffers(drawBuffers);
        SpoutRenderer.checkGLError();

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        SpoutRenderer.checkGLError();

        GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
                textureID, 0);
        SpoutRenderer.checkGLError();

        if (useDepthBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTarget);
            SpoutRenderer.checkGLError();

            GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D,
                    depthTarget, 0);
            SpoutRenderer.checkGLError();
        }
        if (useNormalBuffer) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, normalTarget);
            SpoutRenderer.checkGLError();

            GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D,
                    normalTarget, 0);
            SpoutRenderer.checkGLError();
        }

        int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
        if (status != GL30.GL_FRAMEBUFFER_COMPLETE) {
            System.out.println("ERROR: Framebuffer not complete.  Status: " + status);
            throw new ComputerIsPotatoException("Framebuffer not complete");
        }
        SpoutRenderer.checkGLError();

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);
        SpoutRenderer.checkGLError();
    }
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    SpoutRenderer.checkGLError();
}