         self.mainRasterizerState = RasterizerStateHandle()
         self.shadowRasterizerState = RasterizerStateHandle()
         self.finalRenderPass = RenderPassHandle()
+        
+        finalFrameBuffer.colorAttachments.append(FramebufferAttachment())
     }
     
     public func didStartup() {

    private var mainPassView = Matrix4x4<Float>()
    private var mainPassProjection = Matrix4x4<Float>()
    private var mainPassFrameData = MainPass()
    private var shadowPassData = [ShadowPass]()
    private var moveForward = false
    private var moveBackward = false
    private var moveLeft = false
    private var moveRight = false
    private var mouseDown = false
    private var objectsToRender = 10000
    private var orbit = Vector2<Float>()
    private var cameraAngles = Vector2<Float>()
    private var mainRasterizerState: RasterizerStateHandle
    private var shadowRasterizerState: RasterizerStateHandle
    private var finalRenderPass: RenderPassHandle
    
    public init(engine: Engine, logger: Logger) {
        self.engine = engine

        
        enc.endEncoding()
        
        finalFrameBuffer.colorAttachments[0].render = engine.nextRenderTexture()
        
        let finalEnc = mainCommandBuffer.makeRenderCommandEncoder(handle: finalRenderPass, framebuffer: finalFrameBuffer)
        
        finalEnc.setRenderPipelineState(texQuadVisPipeline)
        finalEnc.setFragmentTexture(mainPassFramebuffer.colorAttachments[0].render, at: 0)
