Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -102,7 +102,7 @@ public:
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Render(context);
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Meshes.Get()[i].Render(context);
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}
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}
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@@ -116,7 +116,21 @@ public:
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Draw(renderContext, info, lodDitherFactor);
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Meshes.Get()[i].Draw(renderContext, info, lodDitherFactor);
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}
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}
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/// <summary>
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/// Draws all the meshes from the model LOD.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="info">The packed drawing info data.</param>
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/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
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FORCE_INLINE void Draw(const RenderContextBatch& renderContextBatch, const SkinnedMesh::DrawInfo& info, float lodDitherFactor) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes.Get()[i].Draw(renderContextBatch, info, lodDitherFactor);
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}
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}
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};
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