Update for latest nazarautils
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@@ -295,21 +295,21 @@ namespace Nz
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Graphics* graphics = Graphics::Instance();
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// Destroy instances at the end of the frame
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for (std::size_t skeletonInstanceIndex = m_removedSkeletonInstances.FindFirst(); skeletonInstanceIndex != m_removedSkeletonInstances.npos; skeletonInstanceIndex = m_removedSkeletonInstances.FindNext(skeletonInstanceIndex))
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for (std::size_t skeletonInstanceIndex : m_removedSkeletonInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_skeletonInstances.RetrieveFromIndex(skeletonInstanceIndex)));
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m_skeletonInstances.Free(skeletonInstanceIndex);
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}
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m_removedSkeletonInstances.Clear();
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for (std::size_t viewerIndex = m_removedViewerInstances.FindFirst(); viewerIndex != m_removedViewerInstances.npos; viewerIndex = m_removedViewerInstances.FindNext(viewerIndex))
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for (std::size_t viewerIndex : m_removedViewerInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_viewerPool.RetrieveFromIndex(viewerIndex)));
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m_viewerPool.Free(viewerIndex);
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}
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m_removedViewerInstances.Clear();
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for (std::size_t worldInstanceIndex = m_removedWorldInstances.FindFirst(); worldInstanceIndex != m_removedWorldInstances.npos; worldInstanceIndex = m_removedWorldInstances.FindNext(worldInstanceIndex))
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for (std::size_t worldInstanceIndex : m_removedWorldInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_worldInstances.RetrieveFromIndex(worldInstanceIndex)));
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m_worldInstances.Free(worldInstanceIndex);
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@@ -593,7 +593,7 @@ namespace Nz
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{
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FrameGraph frameGraph;
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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for (std::size_t i : m_shadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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lightData->shadowData->RegisterToFrameGraph(frameGraph);
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@@ -617,13 +617,13 @@ namespace Nz
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viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
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FramePass& forwardPass = viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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for (std::size_t i : m_shadowCastingLights.IterBits())
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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lightData->shadowData->RegisterPassInputs(forwardPass);
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}
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.debugColorAttachment);
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.debugColorAttachment);
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}
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using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
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@@ -135,7 +135,7 @@ namespace Nz
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for (const Layer& layer : m_layers)
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{
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for (std::size_t tileIndex = layer.enabledTiles.FindFirst(); tileIndex != layer.enabledTiles.npos; tileIndex = layer.enabledTiles.FindNext(tileIndex))
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for (std::size_t tileIndex : layer.enabledTiles.IterBits())
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{
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const Tile& tile = m_tiles[tileIndex];
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