Changed the structure of how RenderJobs are handled
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@@ -32,9 +32,8 @@ void DrawScenePass::Draw(RenderFrame& rf)
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DrawScenePassState state;
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for (auto scene : rf.RenderScenes) {
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scene->Forward.Jobs.sort(DrawScenePass::DepthSort);
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for (auto &job : scene->Forward) {
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for (auto &job : scene->ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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