private void createFramebufferTexture(){
  this.tex=glGenTextures();
  glBindTexture(GL_TEXTURE_2D,tex);
  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F_ARB,width,height,0,GL_RGBA,GL_FLOAT,(ByteBuffer)null);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
  glBindTexture(GL_TEXTURE_2D,0);
}

private void createFramebufferTexture ( ) { this . tex = glGenTextures ( ) ; glBindTexture ( GL_TEXTURE_2D , tex ) ; glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA32F_ARB , width , height , 0 , GL_RGBA , GL_FLOAT , ( ByteBuffer ) null ) ; glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ; glBindTexture ( GL_TEXTURE_2D , 0 ) ; }
create the texture that will serve as our framebuffer .
