we are leaking lots of memory
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@@ -259,7 +259,6 @@ void BasePass::render() {
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graphics->executeCommands(std::move(skyboxCommand));
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}
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graphics->endRenderPass();
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graphics->waitDeviceIdle();
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/*
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// Transparent rendering
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{
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@@ -416,13 +415,18 @@ void BasePass::publishOutputs() {
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msDepthAttachment =
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Gfx::RenderTargetAttachment(msBasePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
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msDepthAttachment.clear.depthStencil.depth = 0.0f;
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
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msColorAttachment =
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Gfx::RenderTargetAttachment(msBasePassColor, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
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msColorAttachment.clear.color.float32[0] = 0;
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msColorAttachment.clear.color.float32[1] = 1;
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msColorAttachment.clear.color.float32[2] = 0;
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msColorAttachment.clear.color.float32[3] = 1;
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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resources->registerRenderPassOutput("BASEPASS_DEPTH", depthAttachment);
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