void	FrameBufferEffect::InitFbo1()
{
	Vector2ui size(_window->Width(), _window->Height());

	LOG << "create coloreTexture" << std::endl;
	GL::Texture colorTexture;
	colorTexture.Create(GL::Enum::Texture::Texture2d);
	colorTexture.Enable();
	colorTexture.Init2d(0, GL::Enum::Texture::RGBA8, size, GL::Enum::PixelFormat::RGBA, GL::Enum::PixelDataType::UnsignedByte, NULL);
	colorTexture.GenerateMipmaps();
	colorTexture.Disable();

	LOG << "create depthRenderBuffer" << std::endl;
	GL::RenderBuffer depthRenderBuffer;
	depthRenderBuffer.Create();
	depthRenderBuffer.Enable();
	depthRenderBuffer.Init(GL::Enum::RenderBuffer::DepthComponent, size);
	depthRenderBuffer.Disable();

	LOG << "Create fbo" << std::endl;
    _fboPass1.Create();
	_fboPass1.Enable();
	_fboPass1.Attach(GL::Enum::FrameBuffer::ColorAttachment0, colorTexture, 0);
	_fboPass1.Attach(GL::Enum::FrameBuffer::DepthAttachement, depthRenderBuffer);
	if(_fboPass1.CheckStatus() != GL::Enum::FrameBuffer::Complete)
		throw Utils::Exception("Can't initialize the fbo");
	_fboPass1.Disable();

    _sprite->SetTexture(colorTexture);
    _sprite->Size(size);
    _sprite->TextureBox(Box2i(Vector2f(0,0), size));
    _camera2d->Resized(size);
    LOG << "init done" << std::endl;

	_fboNeedInit = false;
}