_mscolorRBID = buffer.get(0);
gl.glGenRenderbuffers(1, buffer); // generate id
_msdepthRBID = buffer.get(0);
// set up renderbuffer properties
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, _mscolorRBID);
gl.getGL2GL3().glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, _samples, GL.GL_RGBA, _width,
_height);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, _msdepthRBID);
gl.getGL2GL3().glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, _samples, format, _width, _height);