gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, renderBufferID[1]);
// Allocate the RBO
gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_RGBA, floorWidth, floorHeight);
// Attaching the RB image (RBO) to the FBO
gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT1,
GL2.GL_RENDERBUFFER, renderBufferID[1]);
// clear
gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glViewport(0, 0, floorWidth, floorHeight);
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glDrawBuffer(GL2.GL_COLOR_ATTACHMENT1);
// render
gl.glColor3f(0.5f, 0.5f, 0.5f);
gl.glBegin(GL2.GL_TRIANGLES);
gl.glVertex3f(-0.5f, 0.0f, 0.0f);
gl.glVertex3f( 0.0f,-0.5f, 0.0f);
gl.glVertex3f(-0.5f,-0.5f, 0.0f);
gl.glEnd();