+void AttachDepthTexture( FrameBuffer frameBuffer, Texture& texture )
+{
+ AttachDepthTexture( frameBuffer, texture, 0u );
+}
+
+void AttachDepthTexture( FrameBuffer frameBuffer, Texture& texture, uint32_t mipmapLevel )
+{
+ if( texture )
+ {
+ Internal::TexturePtr texturePtr( &GetImplementation( texture ) );
+ GetImplementation( frameBuffer ).AttachDepthTexture( texturePtr, mipmapLevel );
+ }
+}
+
+void AttachDepthStencilTexture( FrameBuffer frameBuffer, Texture& texture )
+{
+ AttachDepthStencilTexture( frameBuffer, texture, 0u );
+}
+
+void AttachDepthStencilTexture( FrameBuffer frameBuffer, Texture& texture, uint32_t mipmapLevel )
+{
+ if( texture )
+ {
+ Internal::TexturePtr texturePtr( &GetImplementation( texture ) );
+ GetImplementation( frameBuffer ).AttachDepthStencilTexture( texturePtr, mipmapLevel );
+ }
+}
+