Has anyone managed to get MSAA working with stencil buffers
in FBO mode? This is my really simple FBO setup:
Color attachment - 1x 2D texture (GL_RGBA)
Depth + Stencil - 1x renderbuffer (GL_DEPTH24_STENCIL8)
I’ve made 2 calls to glFramebufferRenderbuffer() to
attach the depth and stencil buffers separately.
I’ve also called glRenderbufferStorageMultisample()
for the depth+stencil renderbuffer. The end result
is no MSAA: any ideas?