I don't know.
The core of the problem is that
sync and
load object read and write to the same memory location simultaneously. You'd have to ensure that the loaded object is added to the render list when sync isn't reading from the render list.
I like how this contributes absolutely nothing other than unnecessary memory consumption and processing overhead, since this is a single-threaded application (at least that's what I gather).
Quote: " // Make a copy, in case someone manipulates the list from their own
// function while it's being actioned.
std::vector<RenderListItem> RenderList( g_vRenderList );"