<para>\r
Specifies the attachment point of the framebuffer. <parameter>attachment</parameter> must be\r
<constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant>, <constant>GL_DEPTH_ATTACHMENT</constant>,\r
- <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMMENT</constant>.\r
+ <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMENT</constant>.\r
</para>\r
</listitem>\r
</varlistentry>\r
<para>\r
<parameter>attachment</parameter> specifies the logical attachment of the framebuffer and must be\r
<constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant>, <constant>GL_DEPTH_ATTACHMENT</constant>,\r
- <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMMENT</constant>.\r
+ <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMENT</constant>.\r
<emphasis>i</emphasis> in <constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant> may range from zero to\r
the value of <constant>GL_MAX_COLOR_ATTACHMENTS</constant> - 1. Attaching a level of a texture to\r
<constant>GL_DEPTH_STENCIL_ATTACHMENT</constant> is equivalent to attaching that level to both the\r