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occlusion culling: trace x->z->y
That should improve cpu caching and improve performance
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@ -73,10 +73,10 @@ class SectionOcclusion(
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if (x > 0) trace(regions, x - 1, y, z, nextId)
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if (x < ProtocolDefinition.SECTION_MAX_X) trace(regions, x + 1, y, z, nextId)
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if (y > 0) trace(regions, x, y - 1, z, nextId)
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if (y < ProtocolDefinition.SECTION_MAX_Y) trace(regions, x, y + 1, z, nextId)
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if (z > 0) trace(regions, x, y, z - 1, nextId)
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if (z < ProtocolDefinition.SECTION_MAX_Z) trace(regions, x, y, z + 1, nextId)
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if (y > 0) trace(regions, x, y - 1, z, nextId)
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if (y < ProtocolDefinition.SECTION_MAX_Y) trace(regions, x, y + 1, z, nextId)
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}
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private fun floodFill(): ShortArray {
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