tant">GL_COLOR_ATTACHMENT<span class="emphasis"><em>i</em></span></code>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
                    <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
                </p></dd><dt><span class="term"><em class="parameter"><code>textarget</code></em></span></dt><dd><p>
                    For <code class="function">glFramebufferTexture1D</code>, <code class="function">glFramebufferTexture2D</code> and
 