theGlContext->arbFBO->glBindFramebuffer (GL_FRAMEBUFFER, myGlFBufferId);
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, myColorTexture->TextureId(), 0);
+#ifdef GL_DEPTH_STENCIL_ATTACHMENT
theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
+#else
+ theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
+ theGlContext->arbFBO->glFramebufferTexture2D (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_TEXTURE_2D, myDepthStencilTexture->TextureId(), 0);
+#endif
if (theGlContext->arbFBO->glCheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
Release (theGlContext.operator->());