void Bamboo::RN_Deferred::ItlCreateFBO()
{
    TextureManager *pTextureManager = ItlGetGraphicCore()->GetTextureManager();
    assert (pTextureManager != NULL);

    //get the id of a free texture unit from the texture manager
    GLuint nUsedTextureUnit = pTextureManager->RequestFreeUnit(); //ask for a free texture unit

    //activate unit
    glActiveTexture(GL_TEXTURE0 + nUsedTextureUnit);

    m_nAlbedoDrawBuffer = ItlCreateColorTexture();
    m_nNormalMapDrawBuffer = ItlCreateColorTexture();
    m_nNormalDrawBuffer = ItlCreateColorTexture();
    m_nTangentDrawBuffer = ItlCreateColorTexture();
    m_nSpecularDrawBuffer = ItlCreateColorTexture();
    m_nDepthDrawBuffer = ItlCreateDepthTexture();
    m_nDisplaceDrawBuffer = ItlCreateColorTexture();
    m_nPositionDrawBuffer = ItlCreateColorTexture();
    m_nStencilDrawBuffer = ItlCreateColorTexture();

    glGenFramebuffers(1, &m_nFBO);
    glBindFramebuffer(GL_FRAMEBUFFER, m_nFBO);

    // attach the texture to FBO color attachment point
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_nAlbedoDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_nNormalDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_nTangentDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_nSpecularDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, m_nDisplaceDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT5, GL_TEXTURE_2D, m_nPositionDrawBuffer, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT6, GL_TEXTURE_2D, m_nNormalMapDrawBuffer, 0);

    // attach the renderbuffer to depth attachment point
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_nDepthDrawBuffer, 0);

    GLenum tDrawBuffers[7] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 , GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6 };
    glDrawBuffers(7, tDrawBuffers);

    //check fbo status
    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if(status != GL_FRAMEBUFFER_COMPLETE)
        Logger::fatal() << "Failed to initialize FBO for RN_Deferred" << Logger::endl;

    //release used texture unit
    pTextureManager->ReleaseUnit(nUsedTextureUnit);

    //unbind fbo
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    m_bLayeredFBO = false;
}