GBA8, fbo_width, fbo_height );
{%glBindRenderbuffer}( GL_RENDERBUFFER, 0 );

// Build the texture that will serve as the depth attachment for the framebuffer.
GLuint depth_renderbuffer;
{%glGenRenderbuffers}(1, &depth_renderbuffer);
{%glBindRenderbuffer}( GL_RENDERBUFFER, (GLuint)depth_renderbuffer );
{%glRenderbufferStorage}( GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fbo_width, fbo_height );
{%glBindRenderbuffer}( GL_RENDERBUFFER, 0 );

// Build the framebuffer.
GLuint framebuffer;
{%glGenFramebuffers}(1, &fram