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adding depth buffer, ci skip
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@@ -15,7 +15,7 @@ namespace mlx
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{
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if(!m_main_render_texture.IsInit())
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{
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std::function<void(const EventBase&)> functor = [this, renderer](const EventBase& event)
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func::function<void(const EventBase&)> functor = [this, renderer](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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{
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@@ -31,6 +31,7 @@ namespace mlx
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}
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m_main_render_texture.Clear(renderer.GetActiveCommandBuffer(), Vec4f{ 0.0f, 0.0f, 0.0f, 1.0f });
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scene.GetDepth().Clear(renderer.GetActiveCommandBuffer(), {});
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m_2Dpass.Pass(scene, renderer, m_main_render_texture);
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m_final.Pass(scene, renderer, m_main_render_texture);
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