Graphics: Separate pipeline state from Material into a new class, MaterialPipeline
This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: fd2de2f0e9612ea275ee69c5578c68e7169cd05b [formerly 53bd8a5ed5695311b7543ad717df63f93fad2da6] [formerly 171740929652ac9fe30e84983709388859cedd6b [formerly 25096a76678f1052e76f67d26b458077a0632cc3]] Former-commit-id: 7978dbeb87af2eac9e5501a97afa83849648bf6e [formerly 81b6cce1ee81a2ca8873d3c70d468b2c71510c95] Former-commit-id: 6663e2721c3f79d5f1e3f33c6183174378b502f4
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@@ -84,6 +84,7 @@ namespace Nz
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mutable std::vector<LightIndex> m_lights;
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Buffer m_vertexBuffer;
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mutable ForwardRenderQueue m_renderQueue;
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Texture m_whiteTexture;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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