private void StepForward()
        {
            // If no renderer node was selected we skip the post processing and lighting step
              if (_step == SceneWizardStep_e.Renderer && radioButton_NoRenderer.Checked)
              {
            // If no renderer node is selected disable all post processors
            // Adaptive tone mapper disabled for now([HS:#4044])
            checkBox_TM.Checked = /*checkBox_AdaptiveTM.Checked =*/ false;
            check_Renderer.Visible = true;
            check_PostProcessor.Visible = true;
            check_Lighting.Visible = true;
            _step = SceneWizardStep_e.Finish;
              }

              switch(_step)
              {
            case SceneWizardStep_e.Renderer: _step = SceneWizardStep_e.PostProcessors;
              break;
            case SceneWizardStep_e.PostProcessors: _step = SceneWizardStep_e.Lighting;
              break;
            case SceneWizardStep_e.Lighting: _step = SceneWizardStep_e.Finish;
              break;
              }
              StepUpdate();
        }
        private void StepBackward()
        {
            // If no renderer node was selected we skip the post processing and lighting step
              if (_step == SceneWizardStep_e.Finish && radioButton_NoRenderer.Checked)
              {
            // If no renderer node is selected enable at least one post processors
            checkBox_TM.Checked = true;
            check_Renderer.Visible = false;
            check_PostProcessor.Visible = false;
            check_Lighting.Visible = false;
            _step = SceneWizardStep_e.Renderer;
              }

              switch (_step)
              {
            case SceneWizardStep_e.PostProcessors: _step = SceneWizardStep_e.Renderer;
              break;
            case SceneWizardStep_e.Lighting: _step = SceneWizardStep_e.PostProcessors;
              break;
            case SceneWizardStep_e.Finish: _step = SceneWizardStep_e.Lighting;
              break;
              }
              StepUpdate();
        }