class_docstr: Frame buffer object
  
  Parameters
  ----------
  color : RenderBuffer (optional)
      The color buffer to attach to this frame buffer
  depth : RenderBuffer (optional)
      The depth buffer to attach to this frame buffer
  stencil : RenderBuffer (optional)
      The stencil buffer to attach to this frame buffer
class_docstr_tok: ["Frame","buffer","object","Parameters","--","--","--","--","--","color",":","RenderBuffer","(","optional",")","The","color","buffer","to","attach","to","this","frame","buffer","depth",":","RenderBuffer","(","optional",")","The","depth","buffer","to","attach","to","this","frame","buffer","stencil",":","RenderBuffer","(","optional",")","The","stencil","buffer","to","attach","to","this","frame","buffer"]
code: def __init__(self, color=None, depth=None, stencil=None):
      GLObject.__init__(self)
      # Init buffers
      self._color_buffer = None
      self._depth_buffer = None
      self._stencil_buffer = None
      if color is not None:
          self.color_buffer = color
      if depth is not None:
          self.depth_buffer = depth
      if stencil is not None:
          self.stencil_buffer = stencil
  
imports: from .globject import GLObject
  from .texture import Texture2D
  from .wrappers import _check_valid, read_pixels
  from .context import get_current_canvas
label_desc: Use image node_id 1 to create a new FrameBuffer object from inherited base classes: GLObject with example: obj = FrameBuffer(color, depth, stencil)