I would like to create 1 depth render buffer and bind it to many FBOs. Would that work or would I have to bind the depth render buffer each time I want to render to some FBO.
Also, I still haven’t figured out how to unbind a texture from a FBO. I call
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO_FrameBufferID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 0, 0, 0);
and it throws a GL_INVALID_ENUM