Refactor scene rendering to separate drawable actors
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@@ -483,7 +483,8 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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_cullingPosDistance = Vector4(viewPosition, distance);
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for (auto* scene : renderContext.List->Scenes)
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{
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for (auto& e : scene->Actors)
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auto& list = scene->Actors[SceneRendering::SceneDraw];
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for (auto& e : list)
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{
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if (viewMask & e.LayerMask && e.Bounds.Radius >= minObjectRadius && CollisionsHelper::DistanceSpherePoint(e.Bounds, viewPosition) < distance)
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{
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