//... всё это лишь куски кода, но думаю разберешься
//выделение памяти с очисткой
private synchronized void freeFrameBuffer() {
try {
if (this.texture != 0) GlStateManager.deleteTexture(this.texture);
this.texture = 0;
} catch (Exception e) {
// Just in case, we make sure we don't crash. Because crashing is bad.
LoggerUtils.error("Error while cleaning up a world view frame buffer.");
}
}
// This method builds the frame buffer and texture references
private void allocateFrameBuffer() {
this.texture = GlStateManager.generateTexture(); //Release via: GlStateManager.deleteTexture(colorTexture);
GlStateManager.bindTexture(this.texture);
GlStateManager.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GlStateManager.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_INT, null);
EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, this.texture, 0);
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0);
}
//рисование на текстуре (в текстуру)
//Set gl options
GlStateManager.viewport(0, 0, mc.displayWidth, mc.displayHeight);
GlStateManager.bindTexture(0);
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, framebuffer);
GlStateManager.clearColor(1.0f, 0.0f, 0.0f, 0.5f);
GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT);