context.BindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-void FrameBuffer::AttachColorTexture( Context& context, Render::NewTexture* texture, unsigned int mipmapLevel, unsigned int layer )
+void FrameBuffer::AttachColorTexture( Context& context, Render::Texture* texture, unsigned int mipmapLevel, unsigned int layer )
{
context.BindFramebuffer( GL_FRAMEBUFFER, mId );