private static void setupShadowRenderTexture() { if (shadowPassInterval <= 0) { return; } // depth glDeleteTextures(sfbDepthTexture); sfbDepthTexture = glGenTextures(); glBindTexture(GL_TEXTURE_2D, sfbDepthTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ByteBuffer buffer = ByteBuffer.allocateDirect(shadowMapWidth * shadowMapHeight * 4); glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapWidth, shadowMapHeight, 0, GL_DEPTH_COMPONENT, GL11.GL_FLOAT, buffer); }