Graphics/ForwardFramePipeline: Fix scissor update
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@@ -32,7 +32,8 @@ namespace Nz
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DepthPipelinePass(DepthPipelinePass&&) = delete;
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~DepthPipelinePass();
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inline void ForceInvalidation();
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inline void InvalidateCommandBuffers();
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inline void InvalidateElements();
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void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash);
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