mRenderObject = new Render::TextureFrameBuffer( mWidth, mHeight, mAttachments );
}
- AddFrameBuffer( mEventThreadServices.GetUpdateManager(), *mRenderObject );
+ OwnerPointer< Render::FrameBuffer > transferOwnership( mRenderObject );
+ AddFrameBuffer( mEventThreadServices.GetUpdateManager(), transferOwnership );
}
void FrameBuffer::AttachColorTexture( TexturePtr texture, uint32_t mipmapLevel, uint32_t layer )