gl.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, GL20.GL_RENDERBUFFER, depthbufferHandle);
}
int result = gl.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER);
gl.glBindRenderbuffer(GL20.GL_RENDERBUFFER, 0);
gl.glBindTexture(GL20.GL_TEXTURE_2D, 0);
gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, defaultFramebufferHandle);
if (result != GL20.GL_FRAMEBUFFER_COMPLETE) {
colorTexture.dispose();
if (hasDepth) {