code: function( depth, stencil, useTexture ){
      depth      = (depth !== undefined ) ? !!depth : true;
      stencil    = !!stencil;
      useTexture = !!useTexture && depth;
  
      var attachment;
  
      if( useTexture ){
        var cfg = dsTextureConfig( this.gl, stencil );
        attachment  = new Texture( this.gl, cfg.format, cfg.type, cfg.internal );
      } else {
        attachment  = new RenderBuffer( this.gl, dsRenderbufferStorage( depth, stencil ) );
      }
  
      return this.attach( dsAttachmentPoint( depth, stencil ), attachment );
  
    }
docs: shortcut to attach depth/stencil renderbuffer/texture to this FBO
  @param {bool} [depth      =true ] add depth component to depth/stencil buffer
  @param {bool} [stencil    =false] add stencil components to depth/stencil buffer
  @param {bool} [useTexture =false] if true, use Texture instead of RenderBuffer, depth param must also be true. You must ensure Depth Texture capability is available on your context, no test are made here