world render refactor
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@@ -301,7 +301,7 @@ void MenuScreen::draw(float delta) {
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LevelScreen::LevelScreen(Engine* engine, Level* level)
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: Screen(engine),
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level(level) {
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worldRenderer = new WorldRenderer(level, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level);
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hud = new HudRenderer(engine, level);
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}
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@@ -351,11 +351,9 @@ void LevelScreen::update(float delta) {
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}
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void LevelScreen::draw(float delta) {
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EngineSettings& settings = engine->getSettings();
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Camera* camera = level->player->camera;
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float fogFactor = 18.0f / (float)settings.chunks.loadDistance;
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worldRenderer->draw(camera, occlusion, fogFactor, settings.graphics.fogCurve);
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worldRenderer->draw(camera, occlusion);
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hud->draw();
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if (level->player->debug) {
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hud->drawDebug( 1 / delta, occlusion);
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