Graphics: Use default white texture if material has empty texture slot
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@@ -45,7 +45,7 @@ namespace Nz
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currentShaderBinding = nullptr;
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};
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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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const auto& defaultSampler = graphics->GetSamplerCache().Get({});
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for (std::size_t i = 0; i < elementCount; ++i)
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