Graphics: Use memory pools for render elements
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@@ -39,6 +39,8 @@ namespace Nz
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inline void Register(RenderQueueRegistry& registry) const override;
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static constexpr BasicRenderElement ElementType = BasicRenderElement::SpriteChain;
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private:
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std::shared_ptr<MaterialPass> m_materialPass;
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std::shared_ptr<RenderPipeline> m_renderPipeline;
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