//FRAMEBUFFERS
//CREATE FB TEXTURE
glGenTextures(1, &m_FBOcolor_textura);
glBindTexture(GL_TEXTURE_2D, m_FBOcolor_textura);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1280, 720, 0,GL_RGBA,GL_UNSIGNED_BYTE , 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &m_FBOdepth_textura);
glBindTexture(GL_TEXTURE_2D, m_FBOdepth_textura);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1280, 720, 0,GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &m_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, m_FBOdepth_textura,0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D, m_FBOcolor_textura,0);
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
//glReadBuffer(GL_NONE);
// check FBO status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
cout<<"FBO NO OK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"<<status<<endl;
// switch back to window-system-provided framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);