All,

I'm doing some experiments with GLSL shaders these days. For some of them,
I need to first render to a FBO, and then use that information to process
the final image. The main surface used is multisampled, which implies,
according to the documentation, that the FBO will not render to a texture
but to a render buffer.

The question is how to access to the ID of that buffer, to be used as a
uniform for the shader. In the texture case, there is a texture() projector
in the FBO class, but there is no one for the render buffer.

Thanks.

--
fede
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