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| gl.glGenTextures(1, textureID, 0); gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight, 0, GL2.GL_RGB, GL2.GL_FLOAT, null); gl.glGenFramebuffers(1, frameBufferID, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]); gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0, GL2.GL_TEXTURE_2D, textureID[0], 0); gl.glGenRenderbuffers(1, depthRenderBufferID, 0); gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]); gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT, floorWidth, floorHeight); gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT, GL2.GL_RENDERBUFFER, depthRenderBufferID[0]); if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE) System.out.println("[Viewer] GL_FRAMEBUFFER_COMPLETE!!"); else System.out.println("..cazzo ^^"); |