I have set up rendering to a framebuffer with color and depth textures on iOS, all works ok. I then tried to add multisampling via APPLE extensions (I used this code Rendering to texture on iOS OpenGL ES—works on simulator, but not on device ) but there's a catch apparently.
After resolving the multisampled buffer into my original framebuffer (which I use for post processing effects), I only have the color buffer resolved. glResolveMultisampleFramebufferAPPLE() apparently does not touch my depth texture at all, so if I use multisampling I have to give up on my depth texture effects. Is there no way to get the depth texture if I use multisampling ? I know how multisampling works, I just want a depth texture alongside the color texture.