glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, myGlTextureId);
theGlContext->extFBO->glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, myGlTextureId, 0);
- theGlContext->extFBO->glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, myGlFBufferId);
+ theGlContext->extFBO->glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, myGlDepthRBId);
if (theGlContext->extFBO->glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
if (!isPowerOfTwo (mySizeX) || !isPowerOfTwo (mySizeY))