Avoid rebuilding aggregate raytrace scene buffers every frame - #153
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Summary
Root cause
Both backends were rebuilding aggregate raytrace scene triangles/BVH every frame even when the scene was static. The client-level regression showed up as a large FPS drop because acceleration structure work was happening continuously instead of only when source geometry or transforms changed.
Verification
cmake --build --preset windows-client-debugingrpcMMOcmake --build C:\Users\frede\github\Frame\build\windows --config Debug --target FrameOpenGL FrameVulkanNotes
Dynamic raytrace sources still rebuild the aggregate scene when their actual state changes. This PR only removes the unconditional per-frame rebuild behavior for unchanged scenes.