nderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, this.colorRenderbuffer);
              gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthRenderbuffer);
            } else {
              this.colorTexture = gl.createTexture();
              this.depthTexture = gl.createTexture();

              gl.bindTexture(gl.TEXTURE_2D, this.colorTexture);

              gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.renderbufferWidth, this.renderbufferHeight, 0,