- glMatrixMode(GL_PROJECTION);
 - glLoadIdentity;
 - glViewPort(0, 0, Form3.ClientWidth,Form3.ClientHeight);
 - gluPerspective(50, Form3.ClientWidth/Form3.ClientHeight, 1, 10000);
 - //Sichern für nachher
 - glPushMatrix;
 - //Jetzt für Render-To-Texture anpassen
 - glLoadIdentity();
 - gluPerspective(60.0, Size/Size , 1.0, 100.0);
 - glMatrixMode(GL_MODELVIEW);
 - glClear(GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT);
 - glLoadIdentity;
 - glPushAttrib(GL_VIEWPORT_BIT);
 - glViewport(0,0,Size,Size);
 - glBindFramebuffer(GL_FRAMEBUFFER, fbo);
 - glClearColor(1, 1, 1, 1);
 - glColor3f(1,0,0);
 - glBegin(GL_TRIANGLES);
 - glVertex2f(0,0);
 - glVertex2f(0.5,1);
 - glVertex2f(1,0);
 - glEnd();
 - glBindFramebuffer(GL_FRAMEBUFFER, 0);
 - glColor3f(1,1,1);
 - glMatrixMode(GL_PROJECTION);
 - glPopMatrix;
 - glMatrixMode(GL_MODELVIEW);
 - glPopAttrib;
 - glClearColor(0, 0, 0, 0);
 - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
 - glBindTexture(GL_TEXTURE_2D, tex);
 - glBegin(GL_QUADS);
 - glTexCoord2f(0,0); glVertex3f(-0.5,-0.5,-1);
 - glTexCoord2f(0,1); glVertex3f(-0.5,0.5,-1);
 - glTexCoord2f(1,1); glVertex3f(0.5,0.5,-1);
 - glTexCoord2f(1,0); glVertex3f(0.5,-0.5,-1);
 - glEnd();
 
