Small render fixes
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667eb6bab5
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32878de5f3
@ -60,7 +60,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
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for (int oz = -1; oz <= 1; oz++){
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for (int ox = -1; ox <= 1; ox++){
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Chunk* other = chunks->getChunk(chunk->x+ox, chunk->y, chunk->z+oz);
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if (other != nullptr) surrounding++;
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if (other != nullptr && other->ready) surrounding++;
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}
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}
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chunk->surrounding = surrounding;
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@ -127,15 +127,14 @@ void draw_world(Camera* camera, Assets* assets,
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indices.push_back(i);
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}
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std::sort(indices.begin(), indices.end(), chunks_comparator);
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float px = camera->position.x / (float)CHUNK_W;
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float pz = camera->position.z / (float)CHUNK_D;
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_camera_cx = px;
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_camera_cz = pz;
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std::sort(indices.begin(), indices.end(), chunks_comparator);
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for (size_t i = 0; i < indices.size(); i++){
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draw_chunk(indices[i], camera, shader, occlusion);
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@ -149,6 +148,8 @@ void draw_world(Camera* camera, Assets* assets,
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
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glLineWidth(2.0f);
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lineBatch->line(camera->position.x, camera->position.y-0.5f, camera->position.z, camera->position.x+0.1f, camera->position.y-0.5f, camera->position.z, 1, 0, 0, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.5f, camera->position.z, camera->position.x, camera->position.y-0.5f, camera->position.z+0.1f, 0, 0, 1, 1);
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lineBatch->render();
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}
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