glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(60, 1, 2, 40);
glGetFloatv(GL_PROJECTION_MATRIX, lproj);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(light1Pos.v[0], light1Pos.v[1], light1Pos.v[2], 0,0,0,0,1,0);
glGetFloatv(GL_MODELVIEW_MATRIX, lview);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glPushMatrix();
floor();
glPopMatrix();
glPushMatrix();
glTranslatef(-3,2,0);
box1();
glPopMatrix();
glPushMatrix();
glTranslatef(5,3,0);
box2();
glPopMatrix();
glDisable(GL_CULL_FACE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);