Text Rendering works
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@@ -11,7 +11,7 @@ public:
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DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
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virtual ~DepthPrepassMeshProcessor();
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virtual MainJob processMeshBatch(
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virtual void processMeshBatch(
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const MeshBatch& batch,
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const Gfx::PRenderPass& renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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@@ -34,9 +34,9 @@ class DepthPrepass : public RenderPass<DepthPrepassData>
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public:
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DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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~DepthPrepass();
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virtual MainJob beginFrame() override;
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virtual MainJob render() override;
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virtual MainJob endFrame() override;
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virtual void beginFrame() override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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