title: render multisampled and singlesampled texture inside framebuffer
body: <p>I'm trying to render into multisampled and singlesampled textures at the same time(drawcall).
  Why do I want that? Because the multisampled Texture is using antialiasing while the singlesampled texture is used for colorpicking.
  both textures (nRenderTargetTexture and nColorPickingTexture) have the same size.
  If I run the code below, it fails at the GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE case.
  Is it posible to render into multisampled and singlesampled textures at the same time? </p>
  
  <p>Btw: I'm also using glGetError(), but it returns GL_NO_ERROR</p>
  
  <pre><code>// Enable multisampling
  glEnable(GL_MULTISAMPLE);
  
  glGenFramebuffers(1, pFramebufferID);
  glBindFramebuffer(GL_FRAMEBUFFER, *pFramebufferID);
  
  // Create color render buffer
  glGenRenderbuffers(1, &amp;nColorBuffer);
  glBindRenderbuffer(GL_RENDERBUFFER, nColorBuffer);
  glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, nWidth, nHeight);
  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, nColorBuffer);
  
  // Create depth render buffer
  glGenRenderbuffers(1, &amp;nDepthBuffer);
  glBindRenderbuffer(GL_RENDERBUFFER, nDepthBuffer);
  glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, nWidth, nHeight);
  
  //Attach the multisampled textures
  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, nDepthBuffer);
  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, nDepthBuffer);
  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, nRenderTargetTexture, 0);
  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, nColorPickingTexture, 0);
  const GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
  
  glDrawBuffers(2, draw_buffers);
  
  GLenum eFramebufferOk = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
  
  bool bResult = false;
  switch (eFramebufferOk)
  {
      case GL_FRAMEBUFFER_UNDEFINED:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_UNSUPPORTED:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
      case GL_FRAMEBUFFER_COMPLETE:
      {
          bResult = true;
      }
      break;
      default:
      {
          DebugAssertOnce(CREATE_FRAME_BUFFER_FAILED);
      }
      break;
  }
  </code></pre>
  
  <p>Thanks a lot!</p>