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This allows binding to a multisampled framebuffer, useful for drawing 3D content with MetalNanoVG.

Example:

id<MTLTexture> renderTargetTexture; // Texture where sampleCount > 1
NVGcontext *nvg;
...
MNVGframebuffer framebuffer;
framebuffer.ctx = nvg;
framebuffer.image = mnvgCreateImageFromHandle(nvg, (__bridge void *)renderTargetTexture, 0);
mnvgBindFramebuffer(&framebuffer);

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