Rendering works now
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@@ -11,7 +11,7 @@ public:
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BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
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virtual ~BasePassMeshProcessor();
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virtual Job processMeshBatch(
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virtual void processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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