glGenFramebuffers(1, &fbo);
glGenTextures(1, &cubeTex);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubeTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, cubeTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, cubeTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, cubeTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, cubeTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, cubeTex, 0);
GLenum drawBuffers[] = {GL_NONE};
glDrawBuffers(1, drawBuffers);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);