removePlane(plane) {
        if(plane.type === "PingPongPlane") {
            this.stacks.pingPong = this.stacks.pingPong.filter(el => el.uuid !== plane.uuid);
        }
        else if(plane.target) {
            this.stacks.renderTargets = this.stacks.renderTargets.filter(el => el.uuid !== plane.uuid);
        }
        else {
            if(plane._transparent) {
                this.stacks.transparent = this.stacks.transparent.filter(el => el.uuid !== plane.uuid);
            }
            else {
                this.stacks.opaque = this.stacks.opaque.filter(el => el.uuid !== plane.uuid);
            }
        }
    }
This function will remove a plane from our scene. This just reset the plane stacks for now.
     Useful if we'd want to change the way our draw stacks work and keep the logic separated from our renderer

     params:
     @plane (Plane object): plane to remove from our scene
*