glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, current, 0); glDrawBuffer(GL_COLOR_ATTACHMENT0); glReadBuffer(GL_COLOR_ATTACHMENT0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf ("invalid framebuffer status"); exit(1); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glPushMatrix(); glutSolidCube(1); glPopMatrix();