		gl.glGenTextures(1, textureBuffer);
		FloatBuffer testBufer = FloatBuffer.allocate(slice.getDataMaxValue());
		for (int i = 0; i < slice.getDataMaxValue(); i++) {
			testBufer.put(1);
		}
		testBufer.rewind();
		gl.glBindTexture(GL3.GL_TEXTURE_1D, textureBuffer.get(0));
		gl.glTexImage1D(GL3.GL_TEXTURE_1D, 0, GL3.GL_RED, slice.getDataMaxValue(), 0, GL3.GL_RED, GL3.GL_FLOAT, testBufer);
		gl.glTexParameteri(GL3.GL_TEXTURE_1D, GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_NEAREST);
		gl.glTexParameteri(GL3.GL_TEXTURE_1D, GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_NEAREST);
		texture = TextureIO.newTexture(textureBuffer.get(0));
		textureMap.put(RenderMode.HISTOGRAM, texture);