Optimize CPU particles drawing to support async
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@@ -19,6 +19,7 @@ PointLight::PointLight(const SpawnParams& params)
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_direction = Float3::Forward;
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_sphere = BoundingSphere(Vector3::Zero, _radius);
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BoundingBox::FromSphere(_sphere, _box);
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_drawCategory = SceneRendering::SceneDrawAsync;
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}
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float PointLight::ComputeBrightness() const
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