lot of metal changes, but no idea how this stuff works
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@@ -138,7 +138,7 @@ void BasePass::beginFrame(const Component::Camera& cam) {
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}
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void BasePass::render() {
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opaqueCulling->updateBuffer(0, 0, oLightIndexList);
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/*opaqueCulling->updateBuffer(0, 0, oLightIndexList);
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opaqueCulling->updateTexture(1, 0, oLightGrid);
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transparentCulling->updateBuffer(0, 0, tLightIndexList);
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transparentCulling->updateTexture(1, 0, tLightGrid);
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@@ -250,16 +250,21 @@ void BasePass::render() {
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//commands.add(waterRenderer->render(viewParamsSet));
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//commands.add(terrainRenderer->render(viewParamsSet));
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*/
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// Skybox
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graphics->waitDeviceIdle();
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graphics->beginRenderPass(renderPass);
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{
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Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
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skyboxCommand->setViewport(viewport);
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skyboxCommand->bindPipeline(pipeline);
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skyboxCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
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skyboxCommand->draw(36, 1, 0, 0);
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commands.add(std::move(skyboxCommand));
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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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permutation.setDepthCulling(false); // ignore visibility infos for transparency
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@@ -376,6 +381,7 @@ void BasePass::render() {
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query->endQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "BaseEnd");
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gDebugVertices.clear();
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*/
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}
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void BasePass::endFrame() {}
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