Graphics/ForwardFramePipeline: Use camera viewport
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@ -645,9 +645,6 @@ namespace Nz
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const FramePassEnvironment& env)
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const FramePassEnvironment& env)
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{
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{
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builder.SetScissor(env.renderRect);
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builder.SetViewport(env.renderRect);
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Graphics* graphics = Graphics::Instance();
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Graphics* graphics = Graphics::Instance();
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
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@ -655,6 +652,11 @@ namespace Nz
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for (const ViewerData* viewerData : targetViewers)
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for (const ViewerData* viewerData : targetViewers)
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{
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{
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Recti renderRect = viewerData->viewer->GetViewport();
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builder.SetScissor(renderRect);
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builder.SetViewport(renderRect);
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const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
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const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
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builder.BindRenderShaderBinding(0, *blitShaderBinding);
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builder.BindRenderShaderBinding(0, *blitShaderBinding);
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