glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
..
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0f, width, height,0f, -1f, 1f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(GL_COLOR_BUFFER_BIT); // (0f,0f,0f,0f)
glDisable(GL_BLEND);
glWrite(0f, i*16f, line);
glEnable(GL_BLEND);
glViewport( 0, 0, vPort[2], vPort[3]);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
..