Some GL implementations (Mesa) have the limits: [texture 2048, renderbuffer 4096] When creating the offscreen FBO for GLJPanel w/ a size exceeding above limits - it fails ofc. Several mitigation are possible: [A] Use a color- renderbuffer w/o texture using the increased limit, if: [A.1] renderbuffer limit is not exceeded [A.2] not using GLSL vertical flip, i.e. - setSkipGLOrientationVerticalFlip - java pixel copy [C] Scale the FBO if exceeding both limits [texture- and renderbuffer) [B] Use tiled rendering (optional - expensive, should be avoided)
9be28a33fa92cfa52bdf13ad5c21f8317f66c319: We only require an FBO TextureAttachment if using GLSL vertical flip, otherwise we simply requires a color renderbuffer. Further, the 'FBO fboFlipped' in GLSL vertical flip mode also simply requires a color renderbuffer.