fix: replace runtime waitIdle calls with a deletion queue
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@@ -47,7 +47,6 @@ void MeshRendererComponent::Destroy()
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{
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if (m_skinnedMesh && GameState::GetInstance().HasGfxDevice()) {
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auto& gfxDevice = GameState::GetInstance().Gfx();
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gfxDevice.waitIdle();
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gfxDevice.destroyBuffer(m_skinnedMesh->skinnedVertexBuffer);
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}
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m_skinnedMesh.reset();
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