src/org/lwjgl/demo/opengl/raytracing/Demo33Ubo.java
private int createFrameBufferObject() {
		this.fbo = glGenFramebuffers();
		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this.tex, 0);
		int fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (fboStatus != GL_FRAMEBUFFER_COMPLETE) {
			throw new AssertionError("Could not create FBO: " + fboStatus);
		}
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		return fbo;
	}
/**
	 * Create the frame buffer object that our ray tracing shader uses to render
	 * into the framebuffer texture.
	 */
Create the frame buffer object that our ray tracing shader uses to render
into the framebuffer texture.
Create the frame buffer object that our ray tracing shader uses to render into the framebuffer texture .
private int createFrameBufferObject() {
		this.fbo = glGenFramebuffers();
		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this.tex, 0);
		int fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (fboStatus != GL_FRAMEBUFFER_COMPLETE) {
			throw new AssertionError("Could not create FBO: " + fboStatus);
		}
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		return fbo;
	}
private int createFrameBufferObject ( ) { this . fbo = glGenFramebuffers ( ) ; glBindFramebuffer ( GL_FRAMEBUFFER , fbo ) ; glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , this . tex , 0 ) ; int fboStatus = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ; if ( fboStatus != GL_FRAMEBUFFER_COMPLETE ) { throw new AssertionError ( "Could not create FBO: " + fboStatus ) ; } glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ; return fbo ; }
Create the frame buffer object that our ray tracing shader uses to render
 into the framebuffer texture.
Create the frame buffer object that our ray tracing shader uses to render into the framebuffer texture .