def METHOD_NAME(self) -> None:
    """Bind the render pass so it can be rendered to.
    This will make sure everything is set up so the contents of
    this render pass will be updated correctly. It should be called
    as part of your render() implementation.
    :note It is very important to call release() after a call to
    bind(), once done with rendering.
    """
    if self._fbo is None:
        # Ensure that the fbo is created. This is done on (first) bind, as this needs to be done on the main thread.
        self._updateRenderStorage()
    if self._fbo:
        self._fbo.METHOD_NAME()
        # Ensure we can actually write to the relevant FBO components.
        self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE,self._gl.GL_TRUE, self._gl.GL_TRUE)
        self._gl.glDepthMask(self._gl.GL_TRUE)
        self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)