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Specifically it really shouldn't be hard to wrap the glFramebufferTexture function in the same manner as glFramebufferTexture1D and glFramebufferTexture2D. This seems like a really obvious and easy to add missing function. I might add this and make a pull request if I find time. Currently it is impossible to bind a cubemap for single pass shadow map or reflection map rendering.
One- and two-dimensional layered texture targets
Not at a specific section, it's littered throughout OpenGL 3.0 spec section 3.9
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