public void Execute()
            {
                var minMaxAabb = MinMaxAABB.Empty;

                for (int i = 0; i != RenderBounds.Length; i++)
                {
                    minMaxAabb.Encapsulate(RenderBounds[i].Value);
                }

                SceneBounds[SceneBoundsEntity] = new Unity.Scenes.SceneBoundingVolume {
                    Value = minMaxAabb
                };
            }
            public void Execute()
            {
                var minMaxAabb = MinMaxAABB.Empty;

                for (int i = 0; i != RenderBounds.Length; i++)
                {
                    var aabb = RenderBounds[i].Value;

                    // MUST BE FIXED BY https://unity3d.atlassian.net/browse/DOTS-2518
                    //
                    // Avoid empty RenderBounds AABB because is means it hasn't been computed yet
                    // There are some unfortunate cases where RenderBoundsUpdateSystem is executed after this system
                    //  and a bad Scene AABB is computed if we consider these empty RenderBounds AABB.
                    if (math.lengthsq(aabb.Center) != 0.0f && math.lengthsq(aabb.Extents) != 0.0f)
                    {
                        minMaxAabb.Encapsulate(aabb);
                    }
                }
                SceneBounds[SceneBoundsEntity] = new Unity.Scenes.SceneBoundingVolume {
                    Value = minMaxAabb
                };
            }