rendered paste body///////////////////////////////// INIT
// Setup the FBO
glGenFramebuffersEXT(1, &m_fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
// Create the render buffer for depth
glGenRenderbuffersEXT(1, &m_depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_imgWidth, m_imgHeight);
// Make the texture
glGenTextures(1, &m_img);
glBindTexture(GL_TEXTURE_2D, m_img);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// And attach it to the FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_img, 0);
// Attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
// Unbind the FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
////////////////////////////////// RITA
// Bind FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, 512, 512);
// Set destination
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Rita mina grejjer