Graphics/ForwardFramePipeline: Fix shadow maps not showing up until scene update
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@ -314,11 +314,16 @@ namespace Nz
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}
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}
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m_removedWorldInstances.Clear();
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m_removedWorldInstances.Clear();
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bool frameGraphInvalidated;
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if (m_rebuildFrameGraph)
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if (m_rebuildFrameGraph)
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{
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{
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renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
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renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
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m_bakedFrameGraph = BuildFrameGraph();
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m_bakedFrameGraph = BuildFrameGraph();
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m_bakedFrameGraph.Resize(renderFrame);
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frameGraphInvalidated = true;
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}
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}
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else
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frameGraphInvalidated = m_bakedFrameGraph.Resize(renderFrame);
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// Update UBOs and materials
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// Update UBOs and materials
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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@ -390,7 +395,7 @@ namespace Nz
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viewerData.debugDrawPass->Prepare(renderFrame);
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viewerData.debugDrawPass->Prepare(renderFrame);
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}
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}
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if (m_bakedFrameGraph.Resize(renderFrame))
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if (frameGraphInvalidated)
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{
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{
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const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
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const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
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for (auto& viewerData : m_viewerPool)
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for (auto& viewerData : m_viewerPool)
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