Refactor GeometryDrawStateData storage into RenderBufers for correct split-screen rendering
Refactor `ISceneRenderingListener` events to contain more data
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@@ -302,7 +302,7 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.PrevWorld = info.DrawState ? info.DrawState->PrevWorld : drawCall.World;
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drawCall.Surface.Lightmap = (info.Flags & StaticFlags::Lightmap) != StaticFlags::None ? info.Lightmap : nullptr;
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drawCall.Surface.LightmapUVsArea = info.LightmapUVs ? *info.LightmapUVs : Half4::Zero;
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drawCall.Surface.LODDitherFactor = (int8)(lodDitherFactor * 127);
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@@ -365,7 +365,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.PrevWorld = info.DrawState ? info.DrawState->PrevWorld : drawCall.World;
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drawCall.Surface.Lightmap = (info.Flags & StaticFlags::Lightmap) != StaticFlags::None ? info.Lightmap : nullptr;
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drawCall.Surface.LightmapUVsArea = info.LightmapUVs ? *info.LightmapUVs : Half4::Zero;
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drawCall.Surface.LODDitherFactor = (int8)(lodDitherFactor * 127);
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