- void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer );
+ 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 );