Minor improvements
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@@ -25,10 +25,7 @@ void SceneRendering::Draw(RenderContext& renderContext)
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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@@ -42,10 +39,7 @@ void SceneRendering::Draw(RenderContext& renderContext)
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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@@ -88,6 +82,7 @@ void SceneRendering::Clear()
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int32 SceneRendering::AddActor(Actor* a)
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{
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int32 key = 0;
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// TODO: track removedCount and skip searching for free entry if there is none
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for (; key < Actors.Count(); key++)
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{
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if (Actors[key].Actor == nullptr)
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