final RenderContext context = ContextManager.getCurrentContext();
final int textureId = tex.getTextureIdForContext(context.getGlContextRep());
if (tex.getTextureStoreFormat().isDepthFormat()) {
// No color buffer
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, 0);
// Setup depth texture into FBO
if (tex.getType() == Type.TwoDimensional) {
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_TEXTURE_2D, textureId, 0);
} else if (tex.getType() == Type.CubeMap) {