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Fix bug using renderPassBegin instead of renderPassContinue when continuing raytracing into the same texture
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@ -173,7 +173,7 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
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// Begin without clear
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// Begin without clear
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RenderPassBegin()
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RenderPassBegin()
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.RenderPass(raytrace.renderPassBegin.get())
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.RenderPass(raytrace.renderPassContinue.get())
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.RenderArea(0, 0, atlasImageSize, atlasImageSize)
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.RenderArea(0, 0, atlasImageSize, atlasImageSize)
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.Framebuffer(img.raytrace.Framebuffer.get())
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.Framebuffer(img.raytrace.Framebuffer.get())
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.Execute(cmdbuffer.get());
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.Execute(cmdbuffer.get());
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