Make sure pipeline is rebound after level mesh drawing
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@ -925,6 +925,7 @@ void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelin
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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mPipelineKey = pipelineKey;
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PushConstants pushConstants = {};
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pushConstants.uDataIndex = 0;
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