Graphics: Use memory pools for render elements
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@@ -37,7 +37,7 @@ namespace Nz
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m_sharedSkeletonDestroyConnection = registry.on_destroy<SharedSkeletonComponent>().connect<&RenderSystem::OnSharedSkeletonDestroy>(this);
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m_skeletonDestroyConnection = registry.on_destroy<SkeletonComponent>().connect<&RenderSystem::OnSkeletonDestroy>(this);
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m_pipeline = std::make_unique<ForwardFramePipeline>();
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m_pipeline = std::make_unique<ForwardFramePipeline>(m_elementRegistry);
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}
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RenderSystem::~RenderSystem()
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@@ -45,6 +45,7 @@ namespace Nz
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m_cameraConstructObserver.disconnect();
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m_graphicsConstructObserver.disconnect();
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m_lightConstructObserver.disconnect();
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m_pipeline.reset();
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}
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void RenderSystem::Update(float /*elapsedTime*/)
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