other optimizations
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@@ -121,8 +121,8 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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continue;
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indices.push_back(i);
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}
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int px = camera->position.x / (float)CHUNK_W - 0.5f;
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int pz = camera->position.z / (float)CHUNK_D - 0.5f;
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float px = camera->position.x / (float)CHUNK_W - 0.5f;
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float pz = camera->position.z / (float)CHUNK_D - 0.5f;
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std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
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const auto& a = chunks->chunks[i];
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const auto& b = chunks->chunks[j];
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