_msfboID = buffer.get(0);
// create ms renderbuffers
gl.glGenRenderbuffers(1, buffer); // generate id
_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,