+ void AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer);
+
+ /**
+ * Attaches a texture as depth output to the existing frame buffer
+ * @param[in] frameBuffer The FrameBuffer
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ */
+ void AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel);
+
+ /**
+ * Attaches a texture as depth/stencil output to the existing frame buffer
+ * @param[in] frameBuffer The FrameBuffer
+ * @param[in] texture The texture that will be used as output when rendering
+ * @param[in] mipmapLevel The mipmap of the texture to be attached
+ */
+ void AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel);
+
+ /**
+ * Initializes a Scene to the render manager
+ * @param[in] scene The Scene to initialize
+ */
+ void InitializeScene(SceneGraph::Scene* scene);
+
+ /**
+ * Uninitializes a Scene to the render manager
+ * @param[in] scene The Scene to uninitialize
+ */
+ void UninitializeScene(SceneGraph::Scene* scene);
+
+ /**
+ * This is called when the surface of the scene has been replaced.
+ * @param[in] scene The scene.
+ */
+ void SurfaceReplaced(SceneGraph::Scene* scene);