Optimized lighting, frustum culling, generator
- Extended CHUNK_H to 256 - Modified world generator for new world height - Added simple 2d frustum culling - Optimized sky lighting calculations
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@@ -321,7 +321,7 @@ bool Chunks::loadVisible(WorldFiles* worldFiles){
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int nearX = 0;
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int nearY = 0;
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int nearZ = 0;
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int minDistance = 1000000000;
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int minDistance = (w/2)*(w/2);
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for (unsigned int y = 0; y < h; y++){
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for (unsigned int z = 1; z < d-1; z++){
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for (unsigned int x = 1; x < w-1; x++){
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