void bind() {
      EXTFramebufferObject.glBindFramebufferEXT(
          EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer);

      GL11.glPushAttrib(glAttributes);
      GL11.glViewport(x0, y0, width, height);
      GL11.glEnable(GL11.GL_SCISSOR_TEST);
      GL11.glScissor(x0, y0, width, height);

      lightmapEnabled = false;
      if (gl13Supported) {
        GL13.glActiveTexture(GL13.GL_TEXTURE1);
        lightmapEnabled = GL11.glIsEnabled(GL11.GL_TEXTURE_2D);
        if (lightmapEnabled) {
          GL11.glDisable(GL11.GL_TEXTURE_2D);
        }
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
      }
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_DEPTH_TEST);
      GLAPI.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      GLAPI.glAlphaFunc(GL11.GL_GREATER, 0.01f);
      if (useGL13) {
        GL11.glDisable(GL13.GL_MULTISAMPLE);
      }

      GLAPI.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
      GL11.glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);

      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
    }
 private void renderImpl(double angle) {
   for (Layer layer : layers) {
     layer.blendMethod.applyBlending();
     GL11.glPushMatrix();
     TexturePackAPI.bindTexture(layer.textureName);
     float offsetX = layer.offsetX;
     float offsetY = layer.offsetY;
     float scaleX = layer.scaleX;
     float scaleY = layer.scaleY;
     if (layer.debug) {
       offsetX += offsetXDelta;
       offsetY += offsetYDelta;
       scaleX += scaleXDelta;
       scaleY += scaleYDelta;
     }
     GL11.glTranslatef(offsetX, offsetY, 0.0f);
     GL11.glScalef(scaleX, scaleY, 1.0f);
     float layerAngle = (float) (angle * layer.rotationMultiplier + layer.rotationOffset);
     GL11.glRotatef(layerAngle, 0.0f, 0.0f, 1.0f);
     GL11.glCallList(drawList);
     GL11.glPopMatrix();
   }
 }