Disabling lighting for now
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@@ -154,8 +154,6 @@ void BasePass::render() {
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// Base Rendering
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for (VertexData* vertexData : VertexData::getList()) {
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transparentData.addAll(vertexData->getTransparentData());
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vertexData->getInstanceDataSet()->updateBuffer(VertexData::CULLINGDATA_NAME, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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permutation.setVertexData(vertexData->getTypeName());
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for (const auto& materialData : vertexData->getMaterialData()) {
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// material not used for any active meshes, skip
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@@ -125,8 +125,6 @@ void DepthCullingPass::render() {
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permutation.setDepthCulling(getGlobals().useDepthCulling);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(VertexData::CULLINGDATA_NAME, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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