// Now take care of depth.
if (!depths.isEmpty()) {
final Texture tex = depths.removeFirst();
// Set up our depth texture
if (tex.getType() == Type.TwoDimensional) {
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_TEXTURE_2D,
tex.getTextureIdForContext(context.getGlContextRep()), 0);
} else if (tex.getType() == Type.CubeMap) {
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT,
JoglTextureStateUtil.getGLCubeMapFace(((TextureCubeMap) tex).getCurrentRTTFace()),
tex.getTextureIdForContext(context.getGlContextRep()), 0);