Performance improved.
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9bdeb94374
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@ -27,7 +27,7 @@
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#define APP_LABEL "KubKraft"
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#define DIST_NEAR 0.1
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#define DIST_FAR (8 << 3)
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#define DIST_FAR (16 << 3)
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#define CHUNK_WIDTH 8
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#define CHUNK_DEPTH 8
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@ -266,9 +266,9 @@ void Chunk::refreshVBO() {
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if ((cube == NULL) || (cube->type() == 0)) {
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for(int j = 0 ; j < 4 ; j++) {
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vertices.push_back(x + cubeCoords[(i * 12) + (j * 3)]);
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vertices.push_back(y + cubeCoords[(i * 12) + (j * 3) + 1]);
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vertices.push_back(z + cubeCoords[(i * 12) + (j * 3) + 2]);
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vertices.push_back(m_x + x + cubeCoords[(i * 12) + (j * 3)]);
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vertices.push_back(m_y + y + cubeCoords[(i * 12) + (j * 3) + 1]);
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vertices.push_back(m_z + z + cubeCoords[(i * 12) + (j * 3) + 2]);
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texCoords.push_back(getTexOffsetU(qe->type(), i, qe) + (cubeCoords[48 + (j * 3)] * 0.125));
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texCoords.push_back(getTexOffsetV(qe->type()) + (cubeCoords[48 + (j * 3) + 1] * 0.125));
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colors.push_back(grey[i]);
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@ -288,10 +288,7 @@ void Map::render() {
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for(int i = 0 ; i < ((m_width >> 3) * (m_depth >> 3) * (m_height >> 3)); i++) {
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if(cubeInFrustum(m_chunks[i]->x(), m_chunks[i]->y(), m_chunks[i]->z(), 8)) {
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glPushMatrix();
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glTranslatef(float(m_chunks[i]->x()), float(m_chunks[i]->y()), float(m_chunks[i]->z()));
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m_chunks[i]->render();
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glPopMatrix();
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}
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}
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