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authoruntodesu <kirill@untode.su>2025-03-19 18:07:51 +0500
committeruntodesu <kirill@untode.su>2025-03-19 18:07:51 +0500
commitfddd7f761176bb45cfdd41eeccaeadac22d33ddf (patch)
tree96fdc781f2cd96e769c148e850e411a90ff1ad5b /game/client/chunk_renderer.cc
parent1c138d80ac08dfc48f0916c568f780e15db73834 (diff)
downloadvoxelius-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.cc3
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