Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -378,9 +378,10 @@ void Level::DrawActors(RenderContext& renderContext)
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//ScopeLock lock(ScenesLock);
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for (int32 i = 0; i < Scenes.Count(); i++)
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for (Scene* scene : Scenes)
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{
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Scenes[i]->Rendering.Draw(renderContext);
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if (scene->IsActiveInHierarchy())
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scene->Rendering.Draw(renderContext);
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}
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}
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@@ -390,9 +391,10 @@ void Level::CollectPostFxVolumes(RenderContext& renderContext)
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//ScopeLock lock(ScenesLock);
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for (int32 i = 0; i < Scenes.Count(); i++)
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for (Scene* scene : Scenes)
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{
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Scenes[i]->Rendering.CollectPostFxVolumes(renderContext);
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if (scene->IsActiveInHierarchy())
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scene->Rendering.CollectPostFxVolumes(renderContext);
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}
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}
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