makes the frame buffer current so everything gets drawn to it . concode_field_sep Map<Application,List<FrameBuffer>> buffers concode_elem_sep Texture colorTexture concode_elem_sep int width concode_elem_sep boolean hasDepth concode_elem_sep Pixmap.Format format concode_elem_sep int depthbufferHandle concode_elem_sep int framebufferHandle concode_elem_sep int height concode_field_sep void addManagedFrameBuffer concode_elem_sep int getHeight concode_elem_sep void build concode_elem_sep void invalidateAllFrameBuffers concode_elem_sep void clearAllFrameBuffers concode_elem_sep String getManagedStatus concode_elem_sep void dispose concode_elem_sep void end concode_elem_sep Texture getColorBufferTexture concode_elem_sep int getWidth
void function ( ) { Gdx . graphics . getGL20 ( ) . glViewport ( 0 , 0 , colorTexture . getWidth ( ) , colorTexture . getHeight ( ) ) ; Gdx . graphics . getGL20 ( ) . glBindFramebuffer ( GL20 . GL_FRAMEBUFFER , framebufferHandle ) ; }