This is all I'm doing to instantiate the render target.
When I run glCheckFramebufferStatus on the resulting frame buffer, I'm getting a GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT status. In all my research that status means one of the either the color texture or the depth texture are the wrong format or initialized improperly. What am I doing wrong here?renderTargetTex = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "RTT1", video::ECF_A8R8G8B8);
video::ITexture* renderTargetDepth = driver->addRenderTargetTexture(core::dimension2d<u32>(256, 256), "DepthStencil", video::ECF_D16);
renderTarget = driver->addRenderTarget();
renderTarget->setTexture(renderTargetTex, renderTargetDepth);