-Framebuffer objects can be used to perform offscreen rendering. The most
-common application is rendering to a texture, which can then be used for
-fullscreen shader effects.
-
-A framebuffer consist of a number of logical buffers, such as color and depth
-buffers. Textures can be attached to the logical buffers. At least one image
-must be attached for the framebuffer to be usable.
-
-Requires the GL_EXT_framebuffer_object extension. The blit functions require
-the GL_EXT_framebuffer_blit extension.
+Uses one or more textures as buffers to draw into. Framebuffers can contain
+multiple color buffers to match multiple outputs from a fragment shader, but
+only one depth and stencil buffer.
+
+If a framebuffer has a multisampled format, each attachment can optionally have
+a single-sampled resolve attachment associated with it. When a multisample
+resolve operation is performed on the framebuffer (such as by a Sequence), the
+sample values from the primary attachments are converted to a single value per
+pixel in the corresponding resolve attachments.
+
+RenderTarget provides a higher-level interface which manages the textures as
+well as the framebuffer itself.