Using global meshlet culling list
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@@ -114,6 +114,7 @@ void Material::load(ArchiveBuffer& buffer)
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = binding, .descriptorType = descriptorType, .textureType = textureType, .descriptorCount = descriptorCount, .bindingFlags = bindingFlags, .shaderStages = shaderStages,});
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}
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layout->create();
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materialId = materialIdCounter++;
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}
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void Material::compile()
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