Graphics: Use default white texture if material has empty texture slot
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@@ -40,7 +40,7 @@ namespace Nz
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};
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const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(vertexBufferData);
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const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTexture2d;
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const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTextures[UnderlyingCast(ImageType::E2D)];
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, materialPass, renderPipeline, worldInstance, vertexDeclaration, whiteTexture, 1, m_vertices.data()));
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}
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