void GLES2FrameBufferObject::attachDepthBuffer( DepthBuffer *depthBuffer )
	{
		GLES2DepthBuffer *glDepthBuffer = static_cast<GLES2DepthBuffer*>(depthBuffer);
		glBindFramebuffer(GL_FRAMEBUFFER, mMultisampleFB ? mMultisampleFB : mFB );
        GL_CHECK_ERROR;

		if( glDepthBuffer )
		{
			GLES2RenderBuffer *depthBuf   = glDepthBuffer->getDepthBuffer();
			GLES2RenderBuffer *stencilBuf = glDepthBuffer->getStencilBuffer();

			//Attach depth buffer, if it has one.
			if( depthBuf )
				depthBuf->bindToFramebuffer( GL_DEPTH_ATTACHMENT, 0 );

			//Attach stencil buffer, if it has one.
			if( stencilBuf )
				stencilBuf->bindToFramebuffer( GL_STENCIL_ATTACHMENT, 0 );
		}
		else
		{
			glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
										  GL_RENDERBUFFER, 0);
            GL_CHECK_ERROR;
			glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
										  GL_RENDERBUFFER, 0);
            GL_CHECK_ERROR;
		}
	}
    void GLES2FrameBufferObject::attachDepthBuffer( DepthBuffer *depthBuffer )
    {
        bind(true); // recreate FBO if unusable with current context, bind it

        GLES2DepthBuffer *glDepthBuffer = static_cast<GLES2DepthBuffer*>(depthBuffer);

        if( glDepthBuffer )
        {
            GLES2RenderBuffer *depthBuf   = glDepthBuffer->getDepthBuffer();
            GLES2RenderBuffer *stencilBuf = glDepthBuffer->getStencilBuffer();

            //Attach depth buffer, if it has one.
            if( depthBuf )
                depthBuf->bindToFramebuffer( GL_DEPTH_ATTACHMENT, 0 );

            //Attach stencil buffer, if it has one.
            if( stencilBuf )
                stencilBuf->bindToFramebuffer( GL_STENCIL_ATTACHMENT, 0 );
        }
        else
        {
            OGRE_CHECK_GL_ERROR(glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                                                          GL_RENDERBUFFER, 0));
            OGRE_CHECK_GL_ERROR(glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
                                                          GL_RENDERBUFFER, 0));
        }
    }