if (depthFormat == DepthComponentRetained.DEPTH_COMPONENT_TYPE_INT) {
gl.glDrawPixels(rasterWidth, rasterHeight, GL2.GL_DEPTH_COMPONENT,
GL.GL_UNSIGNED_INT, IntBuffer.wrap((int[]) depthData));
} else { /* DepthComponentRetained.DEPTH_COMPONENT_TYPE_FLOAT */
gl.glDrawPixels(rasterWidth, rasterHeight, GL2.GL_DEPTH_COMPONENT,
GL.GL_FLOAT, FloatBuffer.wrap((float[]) depthData));
}
/* re-enable draw buffer */
gl.glDrawBuffer(drawBuf[0]);