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world renderer: make small meshes larger and transparent/translucent meshes onDemand
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@ -28,10 +28,10 @@ class WorldMesh(
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smallMesh: Boolean = false,
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) {
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val center: Vec3 = Vec3(Vec3i.of(chunkPosition, sectionHeight, Vec3i(8, 8, 8)))
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var opaqueMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 100000)
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var translucentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 10000)
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var transparentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 20000)
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var textMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 1000 else 50000, onDemand = true)
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var opaqueMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 100000)
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var translucentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 10000, onDemand = true)
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var transparentMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 3000 else 20000, onDemand = true)
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var textMesh: SingleWorldMesh? = SingleWorldMesh(renderWindow, if (smallMesh) 5000 else 50000, onDemand = true)
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var blockEntities: Set<BlockEntityRenderer<*>>? = null
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// used for frustum culling
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