Fix CubeReflection transitioning inside a pass
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examples
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@ -280,9 +280,10 @@ void frame() {
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
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.BeginRenderPass(renderPass)
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.SetRenderPipeline(pipeline)
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.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, bindGroup[0])
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0)
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