One step closer to multiplayer
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@@ -84,14 +84,14 @@ void ChunksRenderer::threadLoop(int index) {
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}
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void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer) {
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renderer.build(chunk.get(), level->chunksStorage);
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renderer.build(chunk.get(), level->chunksStorage.get());
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}
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std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
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chunk->setModified(false);
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if (important) {
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Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage);
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Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage.get());
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auto sptr = std::shared_ptr<Mesh>(mesh);
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meshes[glm::ivec2(chunk->x, chunk->z)] = sptr;
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return sptr;
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