binds the frame buffer and sets the viewport accordingly , so everything gets drawn to it . concode_field_sep int stencilbufferHandle concode_elem_sep int depthStencilPackedBufferHandle concode_elem_sep boolean hasStencil concode_elem_sep boolean hasDepth concode_elem_sep Pixmap.Format format concode_elem_sep int framebufferHandle concode_elem_sep int GL_DEPTH24_STENCIL8_OES concode_elem_sep int defaultFramebufferHandle concode_elem_sep boolean defaultFramebufferHandleInitialized concode_elem_sep boolean hasDepthStencilPackedBuffer concode_elem_sep Map<Application,Array<GLFrameBuffer>> buffers concode_elem_sep T colorTexture concode_elem_sep int width concode_elem_sep int depthbufferHandle concode_elem_sep int height concode_field_sep void setFrameBufferViewport concode_elem_sep void attachFrameBufferColorTexture concode_elem_sep int getDepth concode_elem_sep int getDepthBufferHandle concode_elem_sep T createColorTexture concode_elem_sep StringBuilder getManagedStatus concode_elem_sep String getManagedStatus concode_elem_sep int getWidth concode_elem_sep int getFramebufferHandle concode_elem_sep void disposeColorTexture concode_elem_sep int getStencilBufferHandle concode_elem_sep int getHeight concode_elem_sep void addManagedFrameBuffer concode_elem_sep void bind concode_elem_sep void build concode_elem_sep void unbind concode_elem_sep void invalidateAllFrameBuffers concode_elem_sep void clearAllFrameBuffers concode_elem_sep int getDepthStencilPackedBuffer concode_elem_sep void dispose concode_elem_sep void end concode_elem_sep void end concode_elem_sep T getColorBufferTexture
void function ( ) { bind ( ) ; setFrameBufferViewport ( ) ; }