protected void allocate() { release(); // Just in the case this object is being re-allocated. context = pgl.getContext(); if (screenFb) { glFboID = 0; } else { glFboID = pg.createFrameBufferObject(); } // create the rest of the stuff... if (multisample) { createColorBufferMultisample(); } if (packedDepthStencil) { createPackedDepthStencilBuffer(); } else { if (0 < depthBits) { createDepthBuffer(); } if (0 < stencilBits) { createStencilBuffer(); } } }