Begin work on RenderPipeline
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@@ -18,49 +18,18 @@ namespace Nz
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BlendFunc srcBlend = BlendFunc_One;
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FaceFilling faceFilling = FaceFilling_Fill;
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FaceSide cullingSide = FaceSide_Back;
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RendererComparison depthFunc = RendererComparison_Less;
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RendererComparison depthCompare = RendererComparison_Less;
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struct
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{
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RendererComparison back = RendererComparison_Always;
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RendererComparison front = RendererComparison_Always;
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} stencilCompare;
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struct
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{
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UInt32 back = 0xFFFFFFFF;
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UInt32 front = 0xFFFFFFFF;
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} stencilCompareMask;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilDepthFail;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilFail;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilPass;
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struct
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{
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UInt32 back = 0U;
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UInt32 front = 0U;
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} stencilReference;
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struct
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{
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UInt32 back = 0xFFFFFFFF;
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UInt32 front = 0xFFFFFFFF;
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} stencilWriteMask;
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RendererComparison compare = RendererComparison_Always;
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StencilOperation depthFail = StencilOperation_Keep;
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StencilOperation fail = StencilOperation_Keep;
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StencilOperation pass = StencilOperation_Keep;
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UInt32 compareMask = 0xFFFFFFFF;
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UInt32 reference = 0;
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UInt32 writeMask = 0xFFFFFFFF;
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} stencilBack, stencilFront;
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bool blending = false;
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bool colorWrite = true;
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