Fix sort order usage in multi-pass drawing of the Mesh
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@@ -637,7 +637,7 @@ void RenderList::SortDrawCalls(const RenderContext& renderContext, bool reverseD
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Sorting::QuickSort(list.Batches.Get(), list.Batches.Count());
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}
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bool CanUseInstancing(DrawPass pass)
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FORCE_INLINE bool CanUseInstancing(DrawPass pass)
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{
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return pass == DrawPass::GBuffer || pass == DrawPass::Depth;
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}
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