Example usage for org.lwjgl.opengl GL30 glGenFramebuffers

List of usage examples for org.lwjgl.opengl GL30 glGenFramebuffers

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glGenFramebuffers.

Prototype

@NativeType("void")
public static int glGenFramebuffers() 

Source Link

Document

Generates framebuffer object names.

Usage

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

@Override
public int createFBO(int texId) {

    int id = GL30.glGenFramebuffers();
    bindFBO(id);//  ww w.  j  ava  2  s .  com

    if (texId != 0) {

        GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texId,
                0);

        // check for FBO errors
        String err = getFramebufferError();
        if (err != null) {
            System.err.println("Error creating framebuffer object with texture " + texId + ": " + err);
            return 0;
        }

        // remove garbage from newly-allocated buffers
        createFBOState.backup();
        clearBuffers(Color.TRANSPARENT, true, false, true);
        createFBOState.restore();
    }

    return id;
}

From source file:cuchaz.jfxgl.prism.OffscreenBuffer.java

License:Open Source License

public boolean resize(int width, int height) {

    if (this.width == width && this.height == height) {
        return false;
    }//from w ww  .  jav a  2  s.com

    this.width = width;
    this.height = height;

    // resize the texture
    if (texId != 0) {
        context.deleteTexture(texId);
    }
    texId = context.createTexture(width, height);

    // update the framebuf
    if (fboId == 0) {
        fboId = GL30.glGenFramebuffers();
    }
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fboId);
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texId, 0);

    // remove the old quad
    quadDirty = true;

    return true;
}

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

License:Open Source License

public GLRenderer2Stage(GLScene scene, GLResources resourceManager, GLCamera camera, int width, int height) {
    this.scene = scene;
    this.camera = camera;
    this.width = width;
    this.height = height;

    // setup opengl
    GL11.glViewport(0, 0, width, height);

    // setup framebuffer
    fbAId = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbAId);

    // color buffer
    fbATexId = GLTextureBuilder.createEmptyTexture("FB", width, height, (byte) 0, (byte) 0, (byte) 0, (byte) 0)
            .getTextureId();//from w  w w . j av a2 s .  c  om
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, fbATexId,
            0);

    // create depth buffer
    dbATexId = GLTextureBuilder.createEmptyTexture("DB", width, height, 0.0f).getTextureId();
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, dbATexId, 0);

    int status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);

    if (status != GL30.GL_FRAMEBUFFER_COMPLETE) {
        ML.f(String.format("Cannot set up framebuffer: %x", status));
    }

    // setup framebuffer B
    fbBId = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbBId);

    // color buffer
    fbBTexId = GLTextureBuilder.createEmptyTexture("FB", width, height, (byte) 0, (byte) 0, (byte) 0, (byte) 0)
            .getTextureId();
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, fbBTexId,
            0);

    status = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);

    if (status != GL30.GL_FRAMEBUFFER_COMPLETE) {
        ML.f(String.format("Cannot set up framebuffer: %x", status));
    }

    ssqScene = new GLSSQScene(resourceManager, resourceManager.getShader("post"), new GLTexture("FB", fbATexId),
            new GLTexture("DB", dbATexId), resourceManager.getShader("post2"), new GLTexture("FB2", fbBTexId));
}

From source file:eu.over9000.veya.rendering.Shadow.java

License:Open Source License

public void init() {
    depthMap = GL11.glGenTextures();/*  ww  w  .java 2s.  c o  m*/
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0,
            GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL13.GL_CLAMP_TO_BORDER);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL13.GL_CLAMP_TO_BORDER);

    shadowFBO = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO);
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthMap, 0);
    GL11.glDrawBuffer(GL11.GL_NONE);
    GL11.glReadBuffer(GL11.GL_NONE);
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}

From source file:me.thehutch.fusion.engine.render.opengl.gl30.OpenGL30FrameBuffer.java

License:Open Source License

@Override
public void create() {
    // Generate and bind the frame buffer
    this.fbo = GL30.glGenFramebuffers();
    // Check for errors
    RenderUtil.checkGLError();/*from   w  w  w . j  a  v  a  2  s  . c  o m*/
    super.create();
}

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

License:Apache License

public int create() {
    return GL30.glGenFramebuffers();
}

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!");
    }//w  ww  .ja va2  s  . co  m

    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();
}

From source file:org.spout.engine.resources.ClientRenderTexture.java

License:Open Source License

@Override
public void writeGPU() {
    if (framebuffer != INVALID_BUFFER)
        throw new IllegalStateException("Framebuffer already created!");

    //Create the color buffer for this renderTexture
    textureID = GL11.glGenTextures();/* w w  w .j a va2 s  .co  m*/
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

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

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

        EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

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

        if (useDepthBuffer) {
            depthTarget = GL30.glGenRenderbuffers();
            EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget);
            EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT,
                    GL11.GL_DEPTH_COMPONENT, this.getWidth(), this.getHeight());
            EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                    GL30.GL_DEPTH_ATTACHMENT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, depthTarget);
        }

        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");
        }

    } else {
        framebuffer = GL30.glGenFramebuffers();
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

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

        if (useDepthBuffer) {
            depthTarget = GL30.glGenRenderbuffers();
            GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthTarget);
            GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, this.getWidth(),
                    this.getHeight());
            GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
                    depthTarget);
        }
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, SCREEN_BUFFER);

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

    }
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

}

From source file:org.spoutcraft.api.gui.renderer.GuiRendererFBO.java

License:MIT License

public GuiRendererFBO() {
    this.guiTex = GL11.glGenTextures();
    TextureUtil.bind(guiTex);//from w ww  .  j a  v a  2s .c o  m
    TextureUtil.setMinFilter(GL11.GL_NEAREST);
    TextureUtil.setMagFilter(GL11.GL_NEAREST);
    TextureUtil.bind(0);

    this.stencilBuff = GL30.glGenRenderbuffers();
    this.fbo = GL30.glGenFramebuffers();
}

From source file:se.angergard.engine.graphics.FrameBuffer.java

License:Apache License

public FrameBuffer(int width, int height, boolean hasDepth, boolean hasStencil) {
    this.width = width;
    this.height = height;

    if ((width + height) % 4 != 0.0) {
        new Exception("Width + Height must be divisible by 4");
    }//from  w w w .  j a v a2  s.  c  om

    frameBufferID = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);

    if (hasDepth && hasStencil) {
        depthAndStencilBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT,
                GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    else if (hasDepth) {
        depthBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH_COMPONENT32F, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
                depthBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    else if (hasStencil) {
        stencilBufferID = GL30.glGenRenderbuffers();
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, stencilBufferID);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_STENCIL_INDEX16, width, height);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER,
                stencilBufferID);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
    }

    colorTexture = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTexture);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);

    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D,
            colorTexture, 0);

    int result = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    if (result != GL30.GL_FRAMEBUFFER_COMPLETE) {
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
            new Exception("Frame Buffer Error: incomplete attachment").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
            new Exception("Frame Buffer Error: incomplete draw buffer").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
            new Exception("Frame Buffer Error: missing attachment").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_UNSUPPORTED) {
            new Exception("Frame Buffer Error: unsupported combination of formats").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE) {
            new Exception("Frame Buffer Error: incomplete multisample").printStackTrace();
        }
        if (result == GL30.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
            new Exception("Frame Buffer Error: incomplete read buffer").printStackTrace();
        }

        new Exception("frame buffer couldn't be constructed: unknown error " + result).printStackTrace();
    }
    RenderUtil.unbindFrameBuffer();
    RenderUtil.unbindTexture();

    frameBufferShader = new ShaderProgram().createDefault2DShader();
}