Use Z for up (Part 4)
Fix chunk visibility test and visibility of world at start. The assumptions about the working of screen coordinates in the previous commit were clearly wrong.
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@ -226,10 +226,7 @@ void ClientWorld::draw(gk::RenderTarget &target, gk::RenderStates states) const
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center.y /= center.w;
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// If it is behind the camera, don't bother drawing it
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// Our screen coordinates are X right, Y up, and for a right-handed
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// coordinate system, depth must be negative Z, so anything with a
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// positive Z is behind the camera.
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if(center.z > CHUNK_HEIGHT / 2) {
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if(center.z < -CHUNK_HEIGHT / 2) {
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continue;
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}
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