problem with glcopyteximage in LWJGL

hi everyone

I am triyng to write a code in LWJGL that draw a table with some texture on every cell
then i want to take a screenshot from my window and use this picture as a texture for a cube …
but i face problem with glcopyteximage2d …
this func take screenshot but in it you cant see my texture that i map them to cells of my table …
this is my code…
thank you for your time

 private void render(int flag)
    {
        if(flag==0){      GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
            GL11.glLoadIdentity();
            GL11.glPushMatrix();

            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GLU.gluOrtho2D(-ortho_x/2,ortho_x/2,-ortho_y/2,ortho_y/2);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);

            float quad_H=(ortho_y-offset)/quads_num;
            float quad_W=(ortho_x-offset)/quads_num;
            for(int i=0;i<quads_num;i++){
                for(int j=0;j<quads_num;j++){
                    GL11.glEnable(GL11.GL_TEXTURE_2D);
                    GL11.glTexEnvi(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_ENV_MODE,GL11.GL_BLEND);
                    texture.bind();
                    GL11.glBegin(GL11.GL_POLYGON);
                    GL11.glColor3f(1,0,0);
                    GL11.glTexCoord2f(0, (float) .75);GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+j*quad_H);
                    GL11.glTexCoord2f(0,0);GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+(j+1)*quad_H);
                    GL11.glTexCoord2f((float) .75,0);GL11.glVertex2d((-ortho_x/2)+offset/2+(i+1)*quad_W,(-ortho_y/2)+offset/2+(j+1)*quad_H);
                    GL11.glTexCoord2f((float).75,(float).75);GL11.glVertex2d((-ortho_x/2)+offset/2+(i+1)*quad_W,(-ortho_y/2)+offset/2+(j)*quad_H);
                    GL11.glEnd();
    
                    GL11.glLineWidth(3);
                    GL11.glDisable(GL11.GL_TEXTURE_2D);
                    GL11.glBegin(GL11.GL_LINES);
                    GL11.glColor3f(0,0,1);
                    GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+j*quad_H);
                    GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+(j+1)*quad_H);
                    GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+j*quad_H);
                    GL11.glVertex2d((-ortho_x/2)+offset/2+(i+1)*quad_W,(-ortho_y/2)+offset/2+(j)*quad_H);
                    GL11.glEnd();
                }
            GL11.glEnd();
            }
        for(int i=0;i<quads_num;i++){
            GL11.glBegin(GL11.GL_LINES);
                GL11.glVertex2d((-ortho_x/2)+offset/2+i*quad_W,(-ortho_y/2)+offset/2+(quads_num)*quad_H);
                GL11.glVertex2d((-ortho_x/2)+offset/2+(i+1)*quad_W,(-ortho_y/2)+offset/2+(quads_num)*quad_H);

                GL11.glVertex2d((-ortho_x/2)+offset/2+(quads_num)*quad_W,(-ortho_y/2)+offset/2+(i)*quad_H);
                GL11.glVertex2d((-ortho_x/2)+offset/2+(quads_num)*quad_W,(-ortho_y/2)+offset/2+(i+1)*quad_H);
            GL11.glEnd();
         }
        GL11.glPopMatrix();
        //GL11.glEnable(GL11.GL_TEXTURE_2D);
        render(1);
     }
   
        else{
        
        //GL11.glLoadIdentity();
        GL11.glPushMatrix();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        //GLU.gluPerspective(45.0f,((float)targetWidth)/((float)targetHeight),0.1f,100.0f);
        GL11.glOrtho(-10, 10,-10,10,-10,10);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glCopyTexImage2D(GL11.GL_TEXTURE_2D,0,GL11.GL_RGBA,0,0,Display.getDisplayMode().getWidth(),Display.getDisplayMode().getHeight(),0);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glTexEnvi(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_ENV_MODE,GL11.GL_REPLACE);
        GL11.glBegin(GL11.GL_POLYGON);
                GL11.glTexCoord2f(0,0);GL11.glVertex2f(-5,-5);
                GL11.glTexCoord2f(0,1);GL11.glVertex2f(5,-5);
                GL11.glTexCoord2f(1,1);GL11.glVertex2f(5,5);
                GL11.glTexCoord2f(1,0);GL11.glVertex2f(-5,5);
            GL11.glEnd();
       GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glPopMatrix();
        }
    }

I’m having serious difficulty lining up your code blocks with your opening and closing braces here - could you consider reformatting your code, please?