Hi Kai,

I think you don't need to use GL3 flag. What OS are you working on ?

Can you use GL_RGB16F_ARB or GL_RGBA16F_ARB internal format for 
Texture2DMultisample ?

Also, you don't need to use Camera::setImplicitBufferAttachmentRenderMask for 
Texture2DMultisample render target. I am going to prepare simple example soon, 
I will let you know about that.

regards,
Marcin

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