void Bind(int stencilRef) const{
		mRasterizerState->Bind();
		mBlendState->Bind();	
		if (sForceIncrementalStencil) {
			Renderer::GetInstance().BindIncrementalStencilState(2);
		}
		else {
			mDepthStencilState->Bind(stencilRef);
		}
	}