I am trying to create framebuffer with cubemap for environment-map, but it gives GL\_FRAMEBUFFER\_INCOMPLETE\_ATTACHMENT\_EXT error while attachment of the cubemap as color attachment. 

```
void FrameBuffer::create(size_t width, size_t height) {
    this->width=width;
    this->height=height;

    glGenFramebuffersEXT(1, &id);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void FrameBuffer::attachDepthTexture() {
    glGenTextures(1, &depthTexture);
    glBindTexture(GL_TEXTURE_2D, depthTexture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); 

    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_2D, 0);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);

    checkStatus();
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void FrameBuffer::attachDepthTextureCube() {
    glGenTextures(1, &depthTexture);

    glBindTexture(GL_TEXTURE_CUBE_MAP, depthTexture);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    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);

    for (int face=0; face<6; face++)
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+face, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
    for(int face=0; face<6; face++)
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+face, depthTexture, 0);

    checkStatus();
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void FrameBuffer::attachColorTextureCube(GLuint i=0) {
    i=clamp(i, 0, GL_MAX_COLOR_ATTACHMENTS_EXT-1);

    glGenTextures(1, &colorTexture[i]);

    glBindTexture(GL_TEXTURE_CUBE_MAP, colorTexture[i]);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    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);

    for(int face=0; face<6; face++)
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+face, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
    for(int face=0; face<6; face++)
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+face, colorTexture[i], 0);

    checkStatus();
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}

```

function Call is done here:

```
    reflectionFrameBuffer.create(Game::Settings::screenWidth, Game::Settings::screenHeight);
    reflectionFrameBuffer.attachDepthTexture();
    reflectionFrameBuffer.attachColorTextureCube();

```