glGenFramebuffersEXT( 1, &m_DL_FBO );
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_DL_FBO);
//Now make a multisample color buffer
int samples = CDLOpenGLCaps::Instance()->Cap_int(DLOCT_MULTISAMPLE_SAMPLES);
glGenRenderbuffersEXT(1, &m_DL_FBO_color_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_DL_FBO_color_buffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_RGBA8, m_FBO_width, m_FBO_height);
//----------------------
//Make a stencil buffer
//This is a combo depth+stencil buffer
//because it is the most widely supported way of doing things.
//even when you don't need, or use, the depth buffer.
glGenRenderbuffersEXT(1, &m_DL_FBO_stencil_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_DL_FBO_stencil_buffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, GL_DEPTH24_STENCIL8_EXT, m_FBO_width, m_FBO_height);
//It's time to attach the RBs to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_DL_FBO_color_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_DL_FBO_stencil_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_DL_FBO_stencil_buffer);
//Make sure FBO status is good
CheckForFBOError();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);