converting block states to a bitfield
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@@ -70,16 +70,33 @@ class BlocksRenderer {
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const UVRegion& texreg,
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bool lights);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
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void blockAABB(const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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void blockCustomModel(const glm::ivec3& icoord,
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const Block* block, ubyte rotation,
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bool lights);
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void blockCube(
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int x, int y, int z,
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const UVRegion(&faces)[6],
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const Block* block,
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blockstate states,
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bool lights
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);
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void blockAABB(
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const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights
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);
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void blockXSprite(
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int x, int y, int z,
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const glm::vec3& size,
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const UVRegion& face1,
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const UVRegion& face2,
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float spread
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);
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void blockCustomModel(
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const glm::ivec3& icoord,
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const Block* block,
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ubyte rotation,
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bool lights
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);
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bool isOpenForLight(int x, int y, int z) const;
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bool isOpen(int x, int y, int z, ubyte group) const;
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