</p></dd><dt><span class="term"><em class="parameter"><code>attachment</code></em></span></dt><dd><p>
Specifies the attachment point of the framebuffer. <em class="parameter"><code>attachment</code></em> must be
<code class="constant">GL_COLOR_ATTACHMENT<span class="emphasis"><em>i</em></span></code>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
- <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMMENT</code>.
+ <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
</p></dd><dt><span class="term"><em class="parameter"><code>textarget</code></em></span></dt><dd><p>
For <code class="function">glFramebufferTexture1D</code>, <code class="function">glFramebufferTexture2D</code> and
<code class="function">glFramebufferTexture3D</code>, specifies what type of texture is expected
</p><p>
<em class="parameter"><code>attachment</code></em> specifies the logical attachment of the framebuffer and must be
<code class="constant">GL_COLOR_ATTACHMENT<span class="emphasis"><em>i</em></span></code>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
- <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMMENT</code>.
+ <code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
<span class="emphasis"><em>i</em></span> in <code class="constant">GL_COLOR_ATTACHMENT<span class="emphasis"><em>i</em></span></code> may range from zero to
the value of <code class="constant">GL_MAX_COLOR_ATTACHMENTS</code> - 1. Attaching a level of a texture to
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> is equivalent to attaching that level to both the