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| author | untodesu <kirill@untode.su> | 2025-03-19 18:07:51 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-03-19 18:07:51 +0500 |
| commit | fddd7f761176bb45cfdd41eeccaeadac22d33ddf (patch) | |
| tree | 96fdc781f2cd96e769c148e850e411a90ff1ad5b /game/client/chunk_renderer.cc | |
| parent | 1c138d80ac08dfc48f0916c568f780e15db73834 (diff) | |
| download | voxelius-fddd7f761176bb45cfdd41eeccaeadac22d33ddf.tar.bz2 voxelius-fddd7f761176bb45cfdd41eeccaeadac22d33ddf.zip | |
Fix things and improve worldgen
- Client-side now actually deletes invisible chunks
- Improved world generation to use a second noise generator alongside
changing how caves are generated (ie what noise they use)
Diffstat (limited to 'game/client/chunk_renderer.cc')
| -rw-r--r-- | game/client/chunk_renderer.cc | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/game/client/chunk_renderer.cc b/game/client/chunk_renderer.cc index 97e88a6..1b038b1 100644 --- a/game/client/chunk_renderer.cc +++ b/game/client/chunk_renderer.cc @@ -10,7 +10,6 @@ #include "client/camera.hh" #include "client/chunk_mesher.hh" #include "client/chunk_quad.hh" -#include "client/chunk_visibility.hh" #include "client/game.hh" #include "client/globals.hh" #include "client/outline.hh" @@ -107,7 +106,7 @@ void chunk_renderer::render(void) timings[1] = globals::window_frametime_avg; timings[2] = voxel_anims::frame; - const auto group = globals::dimension->chunks.group<ChunkComponent>(entt::get<ChunkMeshComponent, ChunkVisibleComponent>); + const auto group = globals::dimension->chunks.group<ChunkComponent>(entt::get<ChunkMeshComponent>); if(depth_sort_chunks.get_value()) { // FIXME: speed! sorting every frame doesn't look |
