Advancec Frustum Culling & fixes
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@ -116,7 +116,7 @@ void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float
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(b->x + 0.5f - px)*(b->x + 0.5f - px) + (b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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(b->x + 0.5f - px)*(b->x + 0.5f - px) + (b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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});
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});
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frustumCulling->update(camera->getProjection() * camera->getView());
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if (occlusion) frustumCulling->update(camera->getProjView());
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chunks->visible = 0;
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chunks->visible = 0;
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for (size_t i = 0; i < indices.size(); i++){
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for (size_t i = 0; i < indices.size(); i++){
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chunks->visible += drawChunk(indices[i], camera, shader, occlusion);
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chunks->visible += drawChunk(indices[i], camera, shader, occlusion);
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