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renderer: measure meshing time on its own
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@ -123,7 +123,6 @@ pub fn updateViewport(width: u31, height: u31, fov: f32) void {
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}
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}
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pub fn render(playerPosition: Vec3d) void {
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pub fn render(playerPosition: Vec3d) void {
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const startTime = std.time.milliTimestamp();
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// TODO: player bobbing
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// TODO: player bobbing
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if(game.world) |world| {
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if(game.world) |world| {
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// TODO: Handle colors and sun position in the world.
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// TODO: Handle colors and sun position in the world.
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@ -135,6 +134,7 @@ pub fn render(playerPosition: Vec3d) void {
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game.fog.color = skyColor;
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game.fog.color = skyColor;
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renderWorld(world, ambient, skyColor, playerPosition);
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renderWorld(world, ambient, skyColor, playerPosition);
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const startTime = std.time.milliTimestamp();
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mesh_storage.updateMeshes(startTime + maximumMeshTime);
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mesh_storage.updateMeshes(startTime + maximumMeshTime);
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} else {
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} else {
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MenuBackGround.render();
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MenuBackGround.render();
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