Some refactor again
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@@ -46,6 +46,7 @@ int uiscale = 2;
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LineBatch *lineBatch;
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Batch2D *batch;
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Camera *uicamera;
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VoxelRenderer *renderer;
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void init_renderer(){
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crosshair = new Mesh(vertices, 4, attrs);
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@@ -55,6 +56,8 @@ void init_renderer(){
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uicamera = new Camera(glm::vec3(), Window::height / uiscale);
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uicamera->perspective = false;
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uicamera->flipped = true;
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renderer = new VoxelRenderer(1024*1024);
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}
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@@ -62,6 +65,7 @@ void finalize_renderer(){
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delete crosshair;
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delete lineBatch;
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delete batch;
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delete renderer;
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}
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void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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