Renderer/RenderStates: Update RenderStates structure (preparing for renderer update)
Former-commit-id: 8839ceda70dfa0384e8da43205a208c89f1eb7bf [formerly f5434c9c44a52e02fdc6970e443cd7d3e9e99e6b] Former-commit-id: 6a4846a2e2c8b60160598812ebd02da17a2f6947
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@@ -31,12 +31,12 @@ namespace Nz
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DeferredGeometryPass::DeferredGeometryPass()
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{
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m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
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m_clearStates.parameters[RendererParameter_DepthBuffer] = true;
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m_clearStates.parameters[RendererParameter_FaceCulling] = true;
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m_clearStates.parameters[RendererParameter_StencilTest] = true;
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m_clearStates.depthBuffer = true;
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m_clearStates.faceCulling = true;
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m_clearStates.stencilTest = true;
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m_clearStates.depthFunc = RendererComparison_Always;
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m_clearStates.frontFace.stencilCompare = RendererComparison_Always;
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m_clearStates.frontFace.stencilPass = StencilOperation_Zero;
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m_clearStates.stencilCompare.front = RendererComparison_Always;
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m_clearStates.stencilPass.front = StencilOperation_Zero;
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}
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DeferredGeometryPass::~DeferredGeometryPass() = default;
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