render to cube map FBO

i want to render to a cube map… but im unsure how…

this is how i got it now… which is wrong… im unsure how i would bind the different faces of the cubemap…

	inline void Begin(GLenum texture)
		{

			glDisable(GL_ALPHA_TEST);
			glDisable(GL_BLEND);
			
			glActiveTexture(texture);
			glBindTexture(GL_TEXTURE_CUBE_MAP, img);

			glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
				
			glPushAttrib(GL_VIEWPORT_BIT);
			glViewport(0,0,width_,height_);

			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				

			glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
		}

this is how i set it up…

	inline void Create(int _width, int _height, GLint  type)
		{
			width_ = _width;
			height_ = _height;
			type_ = type;

			glActiveTexture(GL_TEXTURE21);

			glGenFramebuffersEXT(1, &fbo);
			glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);

			glGenRenderbuffersEXT(1, &depthBuffer);
			glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
			glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width_, height_);

			glGenTextures(1, &img);
			glBindTexture(GL_TEXTURE_CUBE_MAP, img);

			for(int i=0; i<6; i++)
			{
				glTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+i, 0, GL_RGBA8, _width, height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
				glTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
				glTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
				glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+i, this->texID, 0);
			}			

			glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthBuffer);

			glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

			GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
		}