+ mIsSurfaceBacked = ( renderSurface != nullptr );
+
+ // If render surface backed, create a different scene object
+ // Make Render::FrameBuffer as a base class, and implement Render::TextureFrameBuffer & Render::WindowFrameBuffer
+ if ( mIsSurfaceBacked )
+ {
+ mRenderObject = new Render::SurfaceFrameBuffer( renderSurface );
+ }
+ else
+ {
+ mRenderObject = new Render::TextureFrameBuffer( mWidth, mHeight, mAttachments );
+ }
+