Some more optimization and fixed sorting of render job objects in RenderSystem
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@@ -37,7 +37,7 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
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glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
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GLERROR("glReadPixels(pdata) Error");
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PickDataBuffer->Unbind();
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GLERROR("Unbind Error");
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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GLERROR("glBindFramebuffer(DepthBuffer) Error");
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float depthData;
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