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Update meshRenderSystem.cpp
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@ -132,7 +132,7 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat
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// We sort by the material then vertex buffer
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ri->defaultKey = matInst->getStateHint();
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ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!
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ri->defaultKey2 = (uintptr_t)ri->vertBuff;
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(ri);
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@ -375,4 +375,4 @@ U32 MeshRenderSystem::findBufferSetByMaterial(U32 matId)
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}
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return -1;
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}
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}
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