Thanks for the reply. What I ended up doing was to have a separate FBO 
(obtained trough native OGL calls) in the PostDrawCallback. Then I bind the 
texture (same one used in the FBO that performs the render) to this FBO in the 
callback and was then able to do a glReadBuffer/glReadPixels on the 
GL_COLOR_ATTACHMENTi buffers successfully via a PBO (although I'm not sure the 
PBO is really helping in this case).  

So, this seems to confirm that the FBO I had the texture attached to for the 
render is indeed released before the callback. It would save a lot of hassle if 
the one of the DrawCallbacks could be invoked while the render targets for the 
camera were still intact. But I assume there's some reason for the current 
behaviour. Anyone venture a guess?

Thanks,
Trystan

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