Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -389,7 +389,7 @@ void Level::CallBeginPlay(Actor* obj)
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}
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}
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void Level::DrawActors(RenderContext& renderContext, byte category)
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void Level::DrawActors(RenderContextBatch& renderContextBatch, byte category)
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{
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PROFILE_CPU();
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@@ -398,7 +398,7 @@ void Level::DrawActors(RenderContext& renderContext, byte category)
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for (Scene* scene : Scenes)
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{
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if (scene->IsActiveInHierarchy())
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scene->Rendering.Draw(renderContext, (SceneRendering::DrawCategory)category);
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scene->Rendering.Draw(renderContextBatch, (SceneRendering::DrawCategory)category);
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}
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}
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