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Don't access the internals of the ChannelChunk.
This makes it easier to swap the implementation for future compression attempts.
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@ -240,14 +240,13 @@ const PrimitiveMesh = struct {
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const x = (wx >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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const y = (wy >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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const z = (wz >> mesh.chunk.voxelSizeShift) & chunk.chunkMask;
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const index = chunk.getIndex(x, y, z);
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return .{
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mesh.lightingData[0].data[index].load(.Unordered),
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mesh.lightingData[1].data[index].load(.Unordered),
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mesh.lightingData[2].data[index].load(.Unordered),
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mesh.lightingData[3].data[index].load(.Unordered),
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mesh.lightingData[4].data[index].load(.Unordered),
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mesh.lightingData[5].data[index].load(.Unordered),
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mesh.lightingData[0].getValue(x, y, z),
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mesh.lightingData[1].getValue(x, y, z),
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mesh.lightingData[2].getValue(x, y, z),
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mesh.lightingData[3].getValue(x, y, z),
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mesh.lightingData[4].getValue(x, y, z),
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mesh.lightingData[5].getValue(x, y, z),
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};
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}
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@ -84,6 +84,11 @@ pub const ChannelChunk = struct {
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entries: main.ListUnmanaged(PositionEntry),
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};
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pub fn getValue(self: *const ChannelChunk, x: i32, y: i32, z: i32) u8 {
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const index = chunk.getIndex(x, y, z);
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return self.data[index].load(.Unordered);
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}
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fn propagateDirect(self: *ChannelChunk, lightQueue: *main.utils.CircularBufferQueue(Entry)) void {
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var neighborLists: [6]main.ListUnmanaged(Entry) = .{.{}} ** 6;
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defer {
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