fix frustum culling for entities
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@@ -194,6 +194,7 @@ void WorldRenderer::renderLevel(
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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bool culling = engine->getSettings().graphics.frustumCulling.get();
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
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auto shader = assets->get<Shader>("main");
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@@ -207,7 +208,8 @@ void WorldRenderer::renderLevel(
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auto entityShader = assets->get<Shader>("entity");
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setupWorldShader(entityShader, camera, settings, fogFactor);
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level->entities->render(assets, *modelBatch, *frustumCulling, delta, pause);
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level->entities->render(
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assets, *modelBatch, culling ? frustumCulling.get() : nullptr, delta, pause);
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if (!pause) {
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scripting::on_frontend_render();
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@@ -252,7 +254,9 @@ void WorldRenderer::renderLines(
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renderBlockSelection();
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}
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if (player->debug && showEntitiesDebug) {
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level->entities->renderDebug(*lineBatch, *frustumCulling, ctx);
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bool culling = engine->getSettings().graphics.frustumCulling.get();
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level->entities->renderDebug(
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*lineBatch, culling ? frustumCulling.get() : nullptr, ctx);
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}
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}
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