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fix extended blocks culling and lighting at chunk boundaries
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1eeb59de26
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27ce16db27
3 changed files with 19 additions and 6 deletions
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@ -32,7 +32,8 @@ class BlocksRenderer {
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size_t indexCount;
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size_t denseIndexCount;
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size_t capacity;
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int voxelBufferPadding = 2;
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// Increased to better cover cross-chunk sampling for extended blocks (e.g., 3x3x3)
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int voxelBufferPadding = 4;
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bool overflow = false;
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bool cancelled = false;
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bool densePass = false;
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@ -61,6 +62,7 @@ class BlocksRenderer {
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void vertexAO(
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const glm::vec3& coord, float u, float v,
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const glm::vec4& brightness,
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float normalHalfLen,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ
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