+void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
+{
+ frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+}
+
+void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+{
+ mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+}
+
+void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+{
+ mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+}
+
+void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+{
+ propertyBuffer->SetFormat( format.Release() );
+}
+
+void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<char> >& data, size_t size )
+{
+ propertyBuffer->SetData( data.Release(), size );
+}
+
+void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<unsigned short>& indices )
+{
+ geometry->SetIndexBuffer( indices );
+}
+
+void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )