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Rendering: TimeSystem is not consts correct for RenderingDevice #139

Description

@sp0lsh
class ENGINE_DLLEXPORT IRenderingDevice : public BaseObject<>
{
    public:
   ...
        virtual void RenderWorld(World* world) = 0;
};

This is our current IRenderingDevice interaface for engine. I we want to make const World* world in virtual void RenderWorld(World* world) = 0; it requiere us to make const correct time retrieval from TimeSystem.

Now when we add cost to world the refactoring changes have dependencies in TimeSystem that influence UpdatePhase.

Anyways there should be also SystemTime in ex. nanosecond that is flowing, available during rendering. It would allow for simplest profiling.

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