Changing descriptor update signature
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@@ -53,7 +53,7 @@ void CachedDepthPass::render() {
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permutation.setDepthCulling(true);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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@@ -63,7 +63,7 @@ void CachedDepthPass::render() {
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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Gfx::ORenderCommand command = graphics->createRenderCommand("CullingRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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