public RCActionTextureResize(Texture2D frameBufferOutputTexture,
                Texture2D frameBufferColorTexture,
                Texture2D frameBufferDepthTexture,
                Texture2D frameBufferNormalTexture,
                Texture2D frameBufferSpecularTexture,
                TextureDepthStencil frameBufferDepthStencilTexture, int width, int height)
            {
                _FrameBufferColorTexture = frameBufferColorTexture;
                _FrameBufferDepthStencilTexture = frameBufferDepthStencilTexture;
                _FrameBufferDepthTexture = frameBufferDepthTexture;
                _FrameBufferNormalTexture = frameBufferNormalTexture;
                _FrameBufferOutputTexture = frameBufferOutputTexture;
                _FrameBufferSpecularTexture = frameBufferSpecularTexture;

                Width = width;
                Height = height;
            }
        public override void InitOtherStuff()
        {
            long ticks = DateTime.Now.Ticks;

            FrameBufferNormalTexture = PrivateRendererContext.CreateTexture2D("CoreSceneFrameBufferNormalTexture_"+ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, false, IntPtr.Zero, false, false);

            FrameBufferColorTexture = PrivateRendererContext.CreateTexture2D("CoreSceneFrameBufferColorTexture_" + ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, false, IntPtr.Zero, false, false);

            FrameBufferSpecularTexture = PrivateRendererContext.CreateTexture2D("CoreSceneFrameBufferSpecularTexture_" + ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, false, IntPtr.Zero, false, false);

            FrameBufferDepthTexture = PrivateRendererContext.CreateTexture2D("CoreSceneFrameBufferDepthTexture_" + ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, false, IntPtr.Zero, false, true);

            FrameBufferOutputTexture = PrivateRendererContext.CreateTexture2D("CoreSceneFrameBufferOutputTexture_" + ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, false, IntPtr.Zero, false, false);

            FrameBufferDepthStencilTexture = PrivateRendererContext.CreateTextureDepthStencil("CoreSceneFrameBufferDepthStencil_" + ticks,
                PrivateRendererContext.ViewportSize.X, PrivateRendererContext.ViewportSize.Y, IntPtr.Zero, false);
        }