Update far clipping plane and debug text clearing
- Reduce PERSPECTIVE_FAR to 500.0f in shared configuration.
- Move bgfx::dbgTextClear() in Gameplay::run to ensure it clears after event polling.
- Add bgfx::dbgTextClear() to SceneEditor::run.
Tried to implement frustum culling but did not get very good results. First tried to brute force with Jolt, but direct querying via GetNarrowPhaseQuery().CollideShape brought the FPS to its knees (3 FPS), switched to only broad phase, did not get good results either. Reverted everything. I need to approach that task more carefully.