Picking depthbuffer fix
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@@ -87,9 +87,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_PickingPass->ClearPicking();
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for (auto scene : frame.RenderScenes){
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if (scene->ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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SortRenderJobsByDepth(*scene);
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m_PickingPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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