NVidia Quadro with proprietary 460 driver. Can someone explain me where the GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE comes from? All attachments have 4 samples, don’t they?
303 glGenTextures(n = 1, textures = &1)
304 glActiveTexture(texture = GL_TEXTURE7)
305 glBindTexture(target = GL_TEXTURE_2D, texture = 1)
306 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA8, width = 1000, height = 800, border = 0, format = GL_RGBA, type = GL_UNSIGNED_BYTE, pixels = NULL)
307 glFramebufferTexture2DMultisampleEXT(target = GL_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 1, level = 0, samples = 4)
308 glGenTextures(n = 1, textures = &2)
309 glBindTexture(target = GL_TEXTURE_2D, texture = 2)
310 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_DEPTH24_STENCIL8, width = 1000, height = 800, border = 0, format = GL_DEPTH_STENCIL, type = GL_UNSIGNED_INT_24_8, pixels = NULL)
311 glGenRenderbuffers(n = 1, renderbuffers = &1)
312 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 1)
313 glRenderbufferStorageMultisample(target = GL_RENDERBUFFER, samples = 4, internalformat = GL_DEPTH24_STENCIL8, width = 1000, height = 800)
314 glGetRenderbufferParameteriv(target = GL_RENDERBUFFER, pname = GL_RENDERBUFFER_SAMPLES, params = &4)
315 glFramebufferRenderbuffer(target = GL_FRAMEBUFFER, attachment = GL_DEPTH_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1)
317 glCheckFramebufferStatus(target = GL_FRAMEBUFFER) = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE