List of usage examples for org.lwjgl.opengl GL20 glDrawBuffers
public static void glDrawBuffers(@NativeType("GLenum const *") int[] bufs)
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(); }