// Create and bind a framebuffer object
glGenFramebuffersEXT( 1, &frameBufferID );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, frameBufferID );
// Create color renderbuffer
glGenRenderbuffersEXT( 1, &colorRenderBufferID );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT,
colorRenderBufferID );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_RGB,
inPaneWidth, inPaneHeight );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT,
colorRenderBufferID );
// Create a depth/stencil buffer
glGenRenderbuffersEXT( 1, &depthRenderBufferID );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT,
depthRenderBufferID );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT,
GL_DEPTH24_STENCIL8_EXT, inPaneWidth, inPaneHeight );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
depthRenderBufferID );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
depthRenderBufferID );
GLenum result = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );