Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows
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@@ -17,6 +17,7 @@
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#include "Engine/Engine/Engine.h"
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/Culling/IOcclusionCulling.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#if USE_EDITOR
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@@ -345,7 +346,11 @@ void SceneRenderTask::OnPostRender(GPUContext* context, RenderContext& renderCon
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PostRender(context, renderContext);
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if (Buffers)
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{
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if (Buffers->OcclusionCulling)
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Buffers->OcclusionCulling->EndFrame(renderContext);
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Buffers->ReleaseUnusedMemory();
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}
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}
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Viewport SceneRenderTask::GetViewport() const
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