Refactor scene rendering to separate drawable actors
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@@ -542,7 +542,8 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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_cascadeCullingBounds = cascadeBoundsWorld;
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for (SceneRendering* scene : renderContext.List->Scenes)
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{
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for (const auto& e : scene->Actors)
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auto& list = scene->Actors[SceneRendering::SceneDraw];
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for (const auto& e : list)
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{
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if (viewMask & e.LayerMask && e.Bounds.Radius >= minObjectRadius && CollisionsHelper::BoxIntersectsSphere(cascadeBoundsWorld, e.Bounds))
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{
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