ebuffer);
{%glBindFramebuffer}(GL_FRAMEBUFFER, (GLuint)framebuffer);
{%glFramebufferRenderbuffer}(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_renderbuffer);
{%glFramebufferRenderbuffer}(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_renderbuffer);

GLenum status = {%glCheckFramebufferStatus}(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
	// Error

{%glBindFramebuffer}(GL_FRAMEBUFFER, 0);