[LWJGL] 3 - FrameBuffer Objects

I’m trying to work with FBOs, but struggling some. I’ve looked at the LWJGL3 demos on it, I think I understand what I’m seeing, but I’m not making it work correctly for my implementation.

What I want to do is essentially make a texture from my other textures. I just need to be able to generate and draw an image. FBO seems like the right answer, yes?

I used this example to learn from. I don’t actually think I need MultiSampling, but I don’t know what a simpler FBO setup would look like.

But I end up getting:
[icode]Message: GL_INVALID_OPERATION error generated. The SAMPLES values of the read and draw framebuffers should match.[/icode]
I don’t know how to make the samples match. But then I also don’t know if I even need multisampling. I don’t know enough about what’s going on to sniff out how I work with these samples. In my implementation, the creation of the FBO and calling it to draw to the main screen are in separate areas, but I don’t know what to look at to make their states line up.

Specifically in my code, I have almost exactly the same FBO setup as that demo I linked. And I have,

glBindFramebuffer(GL_READ_FRAMEBUFFER, object.fboID());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);

in my main draw loop. I expect I am missing some statements before this that get the state right for the draw.

I simply have been unable to find the right info on this or other examples to get this one on my own. Really appreciate any help.