Fix crash on Global Surface Atlas objects buffer building
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@@ -428,6 +428,7 @@ public:
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// Write to objects buffer (this must match unpacking logic in HLSL)
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uint32 objectAddress = ObjectsBuffer.Data.Count() / sizeof(Float4);
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ObjectsListBuffer.Write(objectAddress);
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ObjectsBuffer.Data.EnsureCapacity(ObjectsBuffer.Data.Count() + sizeof(Float4) * (GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE + 6 * GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE));
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auto* objectData = ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE);
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objectData[0] = Float4(object.Position, object.Radius);
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objectData[1] = Float4::Zero;
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@@ -511,6 +512,7 @@ public:
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{
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// Dirty object to redraw
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object->LastFrameUpdated = 0;
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return;
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}
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GlobalSurfaceAtlasLight* light = Lights.TryGet(a->GetID());
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if (light)
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