Add distance-based and frustum-based culling to cloth
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@@ -881,7 +881,7 @@ void AnimatedModel::Draw(RenderContext& renderContext)
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Matrix::Transformation(_transform.Scale, _transform.Orientation, translation, world);
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GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
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_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.Position + renderContext.View.Origin));
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_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.WorldPosition));
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if (_skinningData.IsReady())
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{
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// Flush skinning data with GPU
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@@ -924,7 +924,7 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
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Matrix::Transformation(_transform.Scale, _transform.Orientation, translation, world);
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GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
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_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.Position + renderContext.View.Origin));
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_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.WorldPosition));
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if (_skinningData.IsReady())
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{
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// Flush skinning data with GPU
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