src/org/lwjgl/demo/opengl/raytracing/Demo33Ubo.java
private void createFramebufferTexture() {
		this.tex = glGenTextures();
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, (ByteBuffer) null);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
/**
	 * Create the texture that will serve as our framebuffer.
	 */
Create the texture that will serve as our framebuffer.
Create the texture that will serve as our framebuffer .
private void createFramebufferTexture() {
		this.tex = glGenTextures();
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, (ByteBuffer) null);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
private void createFramebufferTexture ( ) { this . tex = glGenTextures ( ) ; glBindTexture ( GL_TEXTURE_2D , tex ) ; glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA32F , width , height , 0 , GL_RGBA , GL_FLOAT , ( ByteBuffer ) null ) ; glBindTexture ( GL_TEXTURE_2D , 0 ) ; }
Create the texture that will serve as our framebuffer.
Create the texture that will serve as our framebuffer .