Basically I render to texture, (I can see that if I read with ReadPixel from that what appears is correct) but when I try to bind that texture to a quad, I dont see anything
// init
gl.glEnable(GL2.GL_TEXTURE_2D);
//gl.glGenRenderbuffers(1, textureID, 0);
gl.glGenTextures(1, textureID, 0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
// gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
// gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
// gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
// gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
// null means reserve texture memory, but texels are undefined
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
0, GL2.GL_RGB, GL2.GL_FLOAT, null);
gl.glGenFramebuffers(1, frameBufferID, 0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
//Attach 2D texture to this FBO
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
GL2.GL_TEXTURE_2D, textureID[0], 0);
// depth buffer
int[] depthRenderBufferID = new int[1];
gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT24,
floorWidth, floorHeight);
gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
System.out.println("GL_FRAMEBUFFER_COMPLETE!!");
else
System.out.println("..[censored] ^^");
gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// gl.glViewport(0, 0, floorWidth, floorHeight);
// gl.glMatrixMode(GL2.GL_PROJECTION);
// gl.glLoadIdentity();
//gl.glDisable(GL2.GL_TEXTURE_2D);
//gl.glDisable(GL2.GL_BLEND);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glColor3f(0.0f, 0.0f, 0.0f);
gl.glBegin(GL2.GL_TRIANGLES);
gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glVertex3f(1.0f,-0.5f, 0.0f);
gl.glVertex3f(-1.0f,-1.0f, 0.0f);
gl.glEnd();
//show the back buffer if double buffering was set
gl.glFlush();
// display
gl.glDisable(GL2.GL_LIGHTING);
gl.glColor3f(1.0f, 1.0f, 1.0f);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(-a, -a, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(-a, a, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(a, a, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(a, -a, 0);
gl.glEnd();