protected void QueueRenderSystemOp( CompositeTargetOperation finalState, CompositeRenderSystemOperation op )
{
// Store operation for current QueueGroup ID
finalState.RenderSystemOperations.Add( new QueueIDAndOperation( finalState.CurrentQueueGroupId, op ) );
// Save a pointer, so that it will be freed on recompile
chain.RenderSystemOperations.Add( op );
}