- SetStartUpMatrices();
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
- glPushAttrib(GL_VIEWPORT_BIT);
- glViewPort(0, 0, FBO_SIZE, FBO_SIZE);
- glClearColor(1,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glPushMatrix();
- glRotatef(30,0,0,1);
- // hier wird die Szene gerendert
- glPopMatrix();
- glPopAttrib();
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, tex); //tex ist die Textur in die mit dem FBO gerendert wird
- glBegin(GL_QUADS);
- glColor3f(1,1,1);
- glTexCoord2f(0,0); glVertex2f(-2,-2);
- glTexCoord2f(0,1); glVertex2f(-2,+2);
- glTexCoord2f(1,1); glVertex2f(+2,+2);
- glTexCoord2f(1,0); glVertex2f(+2,-2);
- glEnd();
- glDisable(GL_TEXTURE_2D);