glGenFramebuffersEXT( 1, &mSceneData.mFrontBuffer );
glGenTextures( 1, &mSceneData.mFrontBufferTexture );
glGenRenderbuffersEXT( 1, &mSceneData.mDepthBuffer );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, mSceneData.mFrontBuffer );
glBindTexture( GL_TEXTURE_2D, mSceneData.mFrontBufferTexture );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, mSizeX, mSizeY, 0, GL_RGBA, GL_FLOAT, NULL );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mSceneData.mFrontBufferTexture, 0 );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, mSceneData.mDepthBuffer );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, mSizeX, mSizeY );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mSceneData.mDepthBuffer );