frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
}
+void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
+}
+
+void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+{
+ frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
+}
+
void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
{
mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );