/**
   * initPermTexture(GLuinttexID) - create and load a 2D texture for a combined index permutation
   * and gradient lookup table. This texture is used for 2D and 3D noise, both classic and simplex.
   */
  private void initPermTexture(GL gl, int[] texID) {
    ByteBuffer pixels;
    int i, j;

    gl.glGenTextures(1, texID, 0); // Generate a unique texture ID
    gl.glBindTexture(GL.GL_TEXTURE_2D, texID[0]); // Bind the texture to texture unit 0

    pixels = ByteBuffer.allocateDirect(256 * 256 * 4);
    for (i = 0; i < 256; i++)
      for (j = 0; j < 256; j++) {
        int offset = (i * 256 + j) * 4;
        int value = perm[(j + perm[i]) & 0xFF];
        pixels.put(offset, (byte) (grad3[value & 0x0F][0] * 64 + 64)); // Gradient x
        pixels.put(offset + 1, (byte) (grad3[value & 0x0F][1] * 64 + 64)); // Gradient y
        pixels.put(offset + 2, (byte) (grad3[value & 0x0F][2] * 64 + 64)); // Gradient z
        pixels.put(offset + 3, (byte) value); // Permuted index
      }

    // GLFW texture loading functions won't work here - we need
    // GL.GL_NEAREST lookup.
    gl.glTexImage2D(
        GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, 256, 256, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
  }
Beispiel #2
0
 /**
  * Creates a texture in the given OpenGL context.
  *
  * @param gl the context
  * @param image the RGB or RGBA image serving as texture source
  * @param repeat whether the texture should should have repeat mode activated
  * @return the texture name (ID)
  */
 private static int createTexture(GL gl, BufferedImage image, boolean repeat) {
   if (image == null) {
     return -1;
   }
   final int[] tmp = new int[1];
   gl.glGenTextures(1, tmp, 0);
   int tex = tmp[0];
   gl.glBindTexture(GL_TEXTURE_2D, tex);
   int[] data = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
   ByteBuffer dest = ByteBuffer.allocate(data.length * BufferUtil.SIZEOF_INT); // TODO direct?
   dest.order(ByteOrder.nativeOrder());
   dest.asIntBuffer().put(data, 0, data.length);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   int wrapMode = (repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
   int oglFormat = (image.getType() == BufferedImage.TYPE_INT_ARGB) ? GL_RGBA : GL_RGB;
   gl.glTexImage2D(
       GL_TEXTURE_2D,
       0,
       oglFormat,
       image.getWidth(),
       image.getHeight(),
       0,
       GL_BGRA,
       GL_UNSIGNED_BYTE,
       dest);
   // (new GLU()).gluBuild2DMipmaps(GL.GL_TEXTURE_2D, GL.GL_RGB, image.getWidth(),
   // image.getHeight(), GL.GL_BGRA,
   // GL.GL_UNSIGNED_BYTE, dest);
   return tex;
 }
  void LoadTextures(final GL gl) {
    // There is only one texture needed here--we'll set up a basic
    // checkerboard--which is used to modulate the diffuse channel in the
    // fragment shader.
    final int[] handle = new int[1];
    gl.glGenTextures(1, handle, 0);

    // Basic OpenGL texture state setup
    gl.glBindTexture(GL.GL_TEXTURE_2D, handle[0]);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);

    // Fill in the texture map.
    final int RES = 512;
    final float[] data = new float[RES * RES * 4];
    int dp = 0;
    for (int i = 0; i < RES; ++i)
      for (int j = 0; j < RES; ++j) {
        if ((i / 32 + j / 32) % 2 != 0) {
          data[dp++] = .7f;
          data[dp++] = .7f;
          data[dp++] = .7f;
        } else {
          data[dp++] = .1f;
          data[dp++] = .1f;
          data[dp++] = .1f;
        }
        data[dp++] = 1.0f;
      }

    gl.glTexImage2D(
        GL.GL_TEXTURE_2D,
        0,
        GL.GL_RGBA,
        RES,
        RES,
        0,
        GL.GL_RGBA,
        GL.GL_FLOAT,
        FloatBuffer.wrap(data));

    // Tell Cg which texture handle should be associated with the sampler2D
    // parameter to the fragment shader.
    CgGL.cgGLSetTextureParameter(
        CgGL.cgGetNamedParameter(fragmentProgram, "diffuseMap"), handle[0]);
  }
  /**
   * Updates the content area of the specified target of this texture using the data in the given
   * image. In general this is intended for construction of cube maps.
   *
   * @throws GLException if no OpenGL context was current or if any OpenGL-related errors occurred
   */
  public void updateImage(TextureData data, int target) throws GLException {
    GL gl = GLU.getCurrentGL();

    imgWidth = data.getWidth();
    imgHeight = data.getHeight();
    aspectRatio = (float) imgWidth / (float) imgHeight;
    mustFlipVertically = data.getMustFlipVertically();

    int texTarget = 0;
    int texParamTarget = this.target;

    // See whether we have automatic mipmap generation support
    boolean haveAutoMipmapGeneration =
        (gl.isExtensionAvailable("GL_VERSION_1_4")
            || gl.isExtensionAvailable("GL_SGIS_generate_mipmap"));

    // Indicate to the TextureData what functionality is available
    data.setHaveEXTABGR(gl.isExtensionAvailable("GL_EXT_abgr"));
    data.setHaveGL12(gl.isExtensionAvailable("GL_VERSION_1_2"));

    // Note that automatic mipmap generation doesn't work for
    // GL_ARB_texture_rectangle
    if ((!isPowerOfTwo(imgWidth) || !isPowerOfTwo(imgHeight)) && !haveNPOT(gl)) {
      haveAutoMipmapGeneration = false;
    }

    boolean expandingCompressedTexture = false;
    if (data.getMipmap() && !haveAutoMipmapGeneration) {
      // GLU always scales the texture's dimensions to be powers of
      // two. It also doesn't really matter exactly what the texture
      // width and height are because the texture coords are always
      // between 0.0 and 1.0.
      imgWidth = nextPowerOfTwo(imgWidth);
      imgHeight = nextPowerOfTwo(imgHeight);
      texWidth = imgWidth;
      texHeight = imgHeight;
      texTarget = GL.GL_TEXTURE_2D;
    } else if ((isPowerOfTwo(imgWidth) && isPowerOfTwo(imgHeight)) || haveNPOT(gl)) {
      if (DEBUG) {
        if (isPowerOfTwo(imgWidth) && isPowerOfTwo(imgHeight)) {
          System.err.println("Power-of-two texture");
        } else {
          System.err.println("Using GL_ARB_texture_non_power_of_two");
        }
      }

      texWidth = imgWidth;
      texHeight = imgHeight;
      texTarget = GL.GL_TEXTURE_2D;
    } else if (haveTexRect(gl) && !data.isDataCompressed()) {
      // GL_ARB_texture_rectangle does not work for compressed textures
      if (DEBUG) {
        System.err.println("Using GL_ARB_texture_rectangle");
      }

      texWidth = imgWidth;
      texHeight = imgHeight;
      texTarget = GL.GL_TEXTURE_RECTANGLE_ARB;
    } else {
      // If we receive non-power-of-two compressed texture data and
      // don't have true hardware support for compressed textures, we
      // can fake this support by producing an empty "compressed"
      // texture image, using glCompressedTexImage2D with that to
      // allocate the texture, and glCompressedTexSubImage2D with the
      // incoming data.
      if (data.isDataCompressed()) {
        if (data.getMipmapData() != null) {

          // We don't currently support expanding of compressed,
          // mipmapped non-power-of-two textures to the nearest power
          // of two; the obvious port of the non-mipmapped code didn't
          // work
          throw new GLException(
              "Mipmapped non-power-of-two compressed textures only supported on OpenGL 2.0 hardware (GL_ARB_texture_non_power_of_two)");
        }

        expandingCompressedTexture = true;
      }

      if (DEBUG) {
        System.err.println("Expanding texture to power-of-two dimensions");
      }

      if (data.getBorder() != 0) {
        throw new RuntimeException(
            "Scaling up a non-power-of-two texture which has a border won't work");
      }
      texWidth = nextPowerOfTwo(imgWidth);
      texHeight = nextPowerOfTwo(imgHeight);
      texTarget = GL.GL_TEXTURE_2D;
    }

    texParamTarget = texTarget;
    setImageSize(imgWidth, imgHeight, texTarget);

    if (target != 0) {
      // Allow user to override auto detection and skip bind step (for
      // cubemap construction)
      texTarget = target;
      if (this.target == 0) {
        throw new GLException("Override of target failed; no target specified yet");
      }
      texParamTarget = this.target;
      gl.glBindTexture(texParamTarget, texID);
    } else {
      gl.glBindTexture(texTarget, texID);
    }

    if (data.getMipmap() && !haveAutoMipmapGeneration) {
      int[] align = new int[1];
      gl.glGetIntegerv(GL.GL_UNPACK_ALIGNMENT, align, 0); // save alignment
      gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, data.getAlignment());

      if (data.isDataCompressed()) {
        throw new GLException("May not request mipmap generation for compressed textures");
      }

      try {
        GLU glu = new GLU();
        glu.gluBuild2DMipmaps(
            texTarget,
            data.getInternalFormat(),
            data.getWidth(),
            data.getHeight(),
            data.getPixelFormat(),
            data.getPixelType(),
            data.getBuffer());
      } finally {
        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, align[0]); // restore alignment
      }
    } else {
      checkCompressedTextureExtensions(data);
      Buffer[] mipmapData = data.getMipmapData();
      if (mipmapData != null) {
        int width = texWidth;
        int height = texHeight;
        for (int i = 0; i < mipmapData.length; i++) {
          if (data.isDataCompressed()) {
            // Need to use glCompressedTexImage2D directly to allocate and fill this image
            // Avoid spurious memory allocation when possible
            gl.glCompressedTexImage2D(
                texTarget,
                i,
                data.getInternalFormat(),
                width,
                height,
                data.getBorder(),
                mipmapData[i].remaining(),
                mipmapData[i]);
          } else {
            // Allocate texture image at this level
            gl.glTexImage2D(
                texTarget,
                i,
                data.getInternalFormat(),
                width,
                height,
                data.getBorder(),
                data.getPixelFormat(),
                data.getPixelType(),
                null);
            updateSubImageImpl(data, texTarget, i, 0, 0, 0, 0, data.getWidth(), data.getHeight());
          }

          width = Math.max(width / 2, 1);
          height = Math.max(height / 2, 1);
        }
      } else {
        if (data.isDataCompressed()) {
          if (!expandingCompressedTexture) {
            // Need to use glCompressedTexImage2D directly to allocate and fill this image
            // Avoid spurious memory allocation when possible
            gl.glCompressedTexImage2D(
                texTarget,
                0,
                data.getInternalFormat(),
                texWidth,
                texHeight,
                data.getBorder(),
                data.getBuffer().capacity(),
                data.getBuffer());
          } else {
            ByteBuffer buf =
                DDSImage.allocateBlankBuffer(texWidth, texHeight, data.getInternalFormat());
            gl.glCompressedTexImage2D(
                texTarget,
                0,
                data.getInternalFormat(),
                texWidth,
                texHeight,
                data.getBorder(),
                buf.capacity(),
                buf);
            updateSubImageImpl(data, texTarget, 0, 0, 0, 0, 0, data.getWidth(), data.getHeight());
          }
        } else {
          if (data.getMipmap() && haveAutoMipmapGeneration) {
            // For now, only use hardware mipmapping for uncompressed 2D
            // textures where the user hasn't explicitly specified
            // mipmap data; don't know about interactions between
            // GL_GENERATE_MIPMAP and glCompressedTexImage2D
            gl.glTexParameteri(texParamTarget, GL.GL_GENERATE_MIPMAP, GL.GL_TRUE);
            usingAutoMipmapGeneration = true;
          }

          gl.glTexImage2D(
              texTarget,
              0,
              data.getInternalFormat(),
              texWidth,
              texHeight,
              data.getBorder(),
              data.getPixelFormat(),
              data.getPixelType(),
              null);
          updateSubImageImpl(data, texTarget, 0, 0, 0, 0, 0, data.getWidth(), data.getHeight());
        }
      }
    }

    int minFilter = (data.getMipmap() ? GL.GL_LINEAR_MIPMAP_LINEAR : GL.GL_LINEAR);
    int magFilter = GL.GL_LINEAR;
    int wrapMode = (gl.isExtensionAvailable("GL_VERSION_1_2") ? GL.GL_CLAMP_TO_EDGE : GL.GL_CLAMP);

    // REMIND: figure out what to do for GL_TEXTURE_RECTANGLE_ARB
    if (texTarget != GL.GL_TEXTURE_RECTANGLE_ARB) {
      gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_MIN_FILTER, minFilter);
      gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_MAG_FILTER, magFilter);
      gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_WRAP_S, wrapMode);
      gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_WRAP_T, wrapMode);
      if (this.target == GL.GL_TEXTURE_CUBE_MAP) {
        gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_WRAP_R, wrapMode);
      }
    }

    // Don't overwrite target if we're loading e.g. faces of a cube
    // map
    if ((this.target == 0)
        || (this.target == GL.GL_TEXTURE_2D)
        || (this.target == GL.GL_TEXTURE_RECTANGLE_ARB)) {
      this.target = texTarget;
    }

    // This estimate will be wrong for cube maps
    estimatedMemorySize = data.getEstimatedMemorySize();
  }
Beispiel #5
0
  /**
   * Loads a TGA file into memory
   *
   * @param gl
   * @param texture
   * @param filename
   * @throws IOException
   */
  private void loadTGA(GL gl, TextureImage texture, String filename) throws IOException {
    // Used To Compare TGA Header
    ByteBuffer TGAcompare = GLBuffers.newDirectByteBuffer(12);
    // Uncompressed TGA Header
    byte[] TGAheader = new byte[] {0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    ByteBuffer header = GLBuffers.newDirectByteBuffer(6); // First 6 Useful
    // Bytes
    // From The
    // Header

    int bytesPerPixel, // Holds Number Of Bytes Per Pixel Used In The TGA
        // File
        imageSize, // Used To Store The Image Size When Setting Aside Ram
        type = GL.GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

    ReadableByteChannel file = null;

    try {
      file = Channels.newChannel(ResourceRetriever.getResourceAsStream(filename));
      readBuffer(file, TGAcompare);
      readBuffer(file, header);

      for (int i = 0; i < TGAcompare.capacity(); i++)
        // Does The Header Match What We Want?
        if (TGAcompare.get(i) != TGAheader[i]) {
          throw new IOException("Invalid TGA header");
        }

      texture.width = header.get(1) << 8 | header.get(0); // Determine The
      // TGA
      // Width(highbyte*256+lowbyte)
      texture.height = header.get(3) << 8 | header.get(2); // Determine
      // The TGA
      // Height(highbyte*256+lowbyte)

      if (texture.width <= 0) { // Is The Width Less Than Or Equal To Zero
        throw new IOException("Image has negative width");
      }
      if (texture.height <= 0) { // Is The Height Less Than Or Equal To
        // Zero
        throw new IOException("Image has negative height");
      }
      if (header.get(4) != 24 && header.get(4) != 32) { // Is The TGA 24
        // or 32 Bit?
        throw new IOException("Image is not 24 or 32-bit");
      }

      texture.bpp = header.get(4); // Grab The TGA's Bits Per Pixel (24 or
      // 32)
      bytesPerPixel = texture.bpp / 8; // Divide By 8 To Get The Bytes Per
      // Pixel

      // Calculate the memory required for the TGA Data
      imageSize = texture.width * texture.height * bytesPerPixel;

      // Reserve memory to hold the TGA Data
      texture.imageData = GLBuffers.newDirectByteBuffer(imageSize);

      readBuffer(file, texture.imageData);

      // Loop Through The Image Data
      for (int i = 0; i < imageSize; i += bytesPerPixel) {
        // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)

        // Temporarily Store The Value At Image Data 'i'
        byte temp = texture.imageData.get(i);

        // Set the 1st Byte to the value Of the 3rd Byte
        texture.imageData.put(i, texture.imageData.get(i + 2));

        // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
        texture.imageData.put(i + 2, temp);
      }

      // Build A Texture From The Data
      gl.glGenTextures(1, texture.texID, 0); // Generate OpenGL texture
      // IDs
      gl.glBindTexture(GL.GL_TEXTURE_2D, texture.texID[0]); // Bind Our
      // Texture
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); // Linear Filtered
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); // Linear Filtered

      if (texture.bpp == 24) // Was The TGA 24 Bits
      type = GL.GL_RGB; // If So Set The 'type' To GL_RGB

      gl.glTexImage2D(
          GL.GL_TEXTURE_2D,
          0,
          type,
          texture.width,
          texture.height,
          0,
          type,
          GL.GL_UNSIGNED_BYTE,
          texture.imageData);
    } finally {
      if (file != null) {
        try {
          file.close();
        } catch (IOException n) {
        }
      }
    }
  }
Beispiel #6
0
  /* Given user requested textures size, determine if it fits. If it doesn't then
   * halve both sides and make the determination again until it does fit ( for
   * IR only ).
   * Note that proxy textures are not implemented in RE* even though they
   * advertise the texture extension.
   * Note that proxy textures are implemented but not according to spec in IMPACT*
   */
  public static void closestFit(
      GL gl,
      int target,
      int width,
      int height,
      int internalFormat,
      int format,
      int type,
      int[] newWidth,
      int[] newHeight) {
    // Use proxy textures if OpenGL version >= 1.1
    if (Double.parseDouble(gl.glGetString(GL.GL_VERSION).trim().substring(0, 3)) >= 1.1) {
      int widthPowerOf2 = nearestPower(width);
      int heightPowerOf2 = nearestPower(height);
      int[] proxyWidth = new int[1];
      boolean noProxyTextures = false;

      // Some drivers (in particular, ATI's) seem to set a GL error
      // when proxy textures are used even though this is in violation
      // of the spec. Guard against this and interactions with the
      // DebugGL by watching for GLException.
      try {
        do {
          // compute level 1 width & height, clamping each at 1
          int widthAtLevelOne = ((width > 1) ? (widthPowerOf2 >> 1) : widthPowerOf2);
          int heightAtLevelOne = ((height > 1) ? (heightPowerOf2 >> 1) : heightPowerOf2);
          int proxyTarget;

          assert (widthAtLevelOne > 0);
          assert (heightAtLevelOne > 0);

          // does width x height at level 1 & all their mipmaps fit?
          if (target == GL2GL3.GL_TEXTURE_2D || target == GL2GL3.GL_PROXY_TEXTURE_2D) {
            proxyTarget = GL2GL3.GL_PROXY_TEXTURE_2D;
            gl.glTexImage2D(
                proxyTarget,
                1,
                internalFormat,
                widthAtLevelOne,
                heightAtLevelOne,
                0,
                format,
                type,
                null);
          } else if ((target == GL2GL3.GL_TEXTURE_CUBE_MAP_POSITIVE_X)
              || (target == GL2GL3.GL_TEXTURE_CUBE_MAP_NEGATIVE_X)
              || (target == GL2GL3.GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
              || (target == GL2GL3.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y)
              || (target == GL2GL3.GL_TEXTURE_CUBE_MAP_POSITIVE_Z)
              || (target == GL2GL3.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)) {
            proxyTarget = GL2GL3.GL_PROXY_TEXTURE_CUBE_MAP;
            gl.glTexImage2D(
                proxyTarget,
                1,
                internalFormat,
                widthAtLevelOne,
                heightAtLevelOne,
                0,
                format,
                type,
                null);
          } else {
            assert (target == GL2GL3.GL_TEXTURE_1D || target == GL2GL3.GL_PROXY_TEXTURE_1D);
            proxyTarget = GL2GL3.GL_PROXY_TEXTURE_1D;
            gl.getGL2GL3()
                .glTexImage1D(
                    proxyTarget, 1, internalFormat, widthAtLevelOne, 0, format, type, null);
          }
          if (gl.isGL2GL3()) {
            gl.getGL2GL3()
                .glGetTexLevelParameteriv(proxyTarget, 1, GL2GL3.GL_TEXTURE_WIDTH, proxyWidth, 0);
          } else {
            proxyWidth[0] = 0;
          }
          // does it fit?
          if (proxyWidth[0] == 0) { // nope, so try again with theses sizes
            if (widthPowerOf2 == 1 && heightPowerOf2 == 1) {
              /* A 1x1 texture couldn't fit for some reason so break out.  This
               * should never happen.  But things happen.  The disadvantage with
               * this if-statement is that we will never be aware of when this
               * happens since it will silently branch out.
               */
              noProxyTextures = true;
              break;
            }
            widthPowerOf2 = widthAtLevelOne;
            heightPowerOf2 = heightAtLevelOne;
          }
          // else it does fit
        } while (proxyWidth[0] == 0);
      } catch (GLException e) {
        noProxyTextures = true;
      }
      // loop must terminate
      // return the width & height at level 0 that fits
      if (!noProxyTextures) {
        newWidth[0] = widthPowerOf2;
        newHeight[0] = heightPowerOf2;
        return;
      }
    }
    int[] maxsize = new int[1];
    gl.glGetIntegerv(GL2GL3.GL_MAX_TEXTURE_SIZE, maxsize, 0);
    // clamp user's texture sizes to maximum sizes, if necessary
    newWidth[0] = nearestPower(width);
    if (newWidth[0] > maxsize[0]) {
      newWidth[0] = maxsize[0];
    }
    newHeight[0] = nearestPower(height);
    if (newHeight[0] > maxsize[0]) {
      newHeight[0] = maxsize[0];
    }
  }
Beispiel #7
0
  public void prerenderToTexture(GL gl) {
    int texSize = 256;
    final int[] tmp = new int[1];
    gl.glGenTextures(1, tmp, 0);
    textureID = tmp[0];
    gl.glBindTexture(GL_TEXTURE_2D, textureID);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    gl.glTexImage2D(
        GL_TEXTURE_2D, 0, GL_RGBA, texSize, texSize, 0, GL_BGRA, GL_UNSIGNED_BYTE, null);

    final int[] fbo = new int[1];
    gl.glGenFramebuffersEXT(1, IntBuffer.wrap(fbo));
    gl.glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo[0]);
    gl.glFramebufferTexture2DEXT(
        GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureID, 0);

    gl.glDrawBuffers(1, IntBuffer.wrap(new int[] {GL_COLOR_ATTACHMENT0_EXT}));

    final int[] rba = new int[1];
    gl.glGenRenderbuffersEXT(1, IntBuffer.wrap(rba));
    gl.glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rba[0]);
    gl.glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, texSize, texSize);
    gl.glFramebufferRenderbufferEXT(
        GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rba[0]);

    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glPushAttrib(GL_VIEWPORT_BIT);
    gl.glViewport(0, 0, texSize, texSize);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glOrtho(0, texSize, 0, texSize, 0, 10);
    gl.glMatrixMode(GL.GL_MODELVIEW);

    Set<MapElement> map = State.getInstance().getMapInfo().queryElements(detailLevel, bounds, true);

    gl.glDisable(GL_TEXTURE_2D);
    gl.glColor3f(1, 1, 1);
    for (MapElement element : map) {
      if (element instanceof Street) {
        drawLine(
            gl,
            ((Street) element).getDrawingSize() / (float) Projection.getZoomFactor(detailLevel),
            ((Street) element).getNodes());
      }
    }
    gl.glColor3f(0.3f, 0.3f, 0.3f);
    for (MapElement element : map) {
      if ((element instanceof Area) && (((Area) element).getWayInfo().isBuilding())) {
        gl.glBegin(GL_POLYGON);
        for (Node node : ((Area) element).getNodes()) {
          Coordinates pos = getLocalCoordinates(node.getPos());
          gl.glVertex3f(pos.getLongitude(), pos.getLatitude(), 0f);
        }
        gl.glEnd();
      }
    }

    gl.glEnable(GL_TEXTURE_2D);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glPopAttrib();
    gl.glPopMatrix();

    gl.glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
    gl.glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
    gl.glDeleteFramebuffersEXT(1, fbo, 0);
    gl.glDeleteRenderbuffersEXT(1, rba, 0);
  }