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.
- java pixel copy
[C] Scale the FBO if exceeding both limits [texture- and renderbuffer)
[B] Use tiled rendering (optional - expensive, should be avoided)
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.