Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -193,7 +193,7 @@ public:
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KRScene &getScene();
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virtual void render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, RenderPass renderPass);
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virtual void render(VkCommandBuffer& commandBuffer, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, RenderPass renderPass);
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virtual void physicsUpdate(float deltaTime);
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virtual bool hasPhysics();
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