Graphics/RenderSystem: Fix skeleton not being used when added after graphics component
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@@ -71,6 +71,7 @@ namespace Nz
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void UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask) override;
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void UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask) override;
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void UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox) override;
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void UpdateRenderableSkeletonInstance(std::size_t renderableIndex, std::size_t skeletonIndex) override;
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void UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder) override;
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ForwardFramePipeline& operator=(const ForwardFramePipeline&) = delete;
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@@ -63,6 +63,7 @@ namespace Nz
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virtual void UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask) = 0;
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virtual void UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask) = 0;
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virtual void UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox) = 0;
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virtual void UpdateRenderableSkeletonInstance(std::size_t renderableIndex, std::size_t skeletonIndex) = 0;
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virtual void UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder) = 0;
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FramePipeline& operator=(const FramePipeline&) = delete;
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