* Draw batched sprites using its own RenderAttribute
Should fix issue with sprites affecting current state of `g_bNonDirectionalDiffuseLighting` for nearby scene objects, which messes up shading on models that are not related to sprites at all
* Use pool for sprite's RenderAttributes
- Also set blend/opaque mode from dedicated render attributes
* Pool RenderAttributes properly
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Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>