I believe it more looks syntax call error than frame buffer problem. Your code:
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBufferID[0]); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glPushAttrib(GL.GL_VIEWPORT_BIT); // <--- You saved viewport bits gl.glViewport(0, 0, floorWidth, floorHeight); gl.glBegin(GL.GL_QUADS); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3d(-1, -1, 0); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3d(-1, 1, 0); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3d(1, 1, 0); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3d(1, -1, 0); gl.glEnd(); gl.glPopAttrib(); // <-- You restored previous attribute values (viewport bits) gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); gl.glPopAttrib(); // <-- What it does restore??? gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
Best wishes, FXACE.
No the last two rows are a copy&paste error:
gl.glPopAttrib(); // <-- You restored previous attribute values (viewport bits) gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);

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