Finished writeup and fixed crashes
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@@ -34,7 +34,7 @@ void BasePassMeshProcessor::addMeshBatch(
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const PVertexShaderInput vertexInput = batch.vertexInput;
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const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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assert(collection != nullptr);
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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@@ -47,7 +47,7 @@ void BasePassMeshProcessor::addMeshBatch(
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renderCommand->setViewport(target);
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor();
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descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
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