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https://github.com/GabsPuNs/Project-Zenith-Main.git
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TU24
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@@ -203,7 +203,7 @@ void Chunk::rebuild()
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int r = 1;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 3;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
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lists += levelRenderer->chunkLists;
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PIXEndNamedEvent();
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@@ -227,7 +227,7 @@ void Chunk::rebuild()
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if( sourceChunk == nullptr )
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{
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// Level chunk not loaded yet - treat as empty
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for (int currentLayer = 0; currentLayer < 3; currentLayer++)
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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RenderManager.CBuffClear(lists + currentLayer);
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@@ -404,7 +404,7 @@ void Chunk::rebuild()
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if( empty )
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{
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// 4J - added - clear any renderer data associated with this
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for (int currentLayer = 0; currentLayer < 3; currentLayer++)
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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RenderManager.CBuffClear(lists + currentLayer);
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@@ -446,7 +446,7 @@ void Chunk::rebuild()
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bounds.boundingBox[4] = SIZE+g;
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bounds.boundingBox[5] = XZSIZE+g;
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}
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for (int currentLayer = 0; currentLayer < 3; currentLayer++)
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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{
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bool renderNextLayer = false;
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bool rendered = false;
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@@ -561,20 +561,12 @@ void Chunk::rebuild()
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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RenderManager.CBuffClear(lists + currentLayer);
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}
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if((currentLayer==0)&&(!renderNextLayer))
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1 | LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
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RenderManager.CBuffClear(lists + 1);
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RenderManager.CBuffClear(lists + 2);
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break;
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}
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// TODO CHECK THIS. With == 2 the game was cleaning the layer 2 when it shouldn't have
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if((currentLayer==1)&&(!renderNextLayer))
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
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RenderManager.CBuffClear(lists + 2);
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}
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}
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// 4J MGH - added this to take the bound from the value calc'd in the tesselator
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@@ -700,8 +692,7 @@ void Chunk::rebuild()
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#endif
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// 4J - These removed items are now also removed from globalRenderableTileEntities
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/*
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// @Patoke: this is now unused in favour of the new render layer
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if( LevelChunk::touchedSky )
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{
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levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
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@@ -710,7 +701,6 @@ void Chunk::rebuild()
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{
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levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
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}
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*/
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levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_COMPILED);
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PIXEndNamedEvent();
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@@ -775,7 +765,7 @@ void Chunk::rebuild_SPU()
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Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
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TileRenderer tileRenderer(®ion);
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 3;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
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lists += levelRenderer->chunkLists;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -800,7 +790,7 @@ void Chunk::rebuild_SPU()
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bounds.boundingBox[5] = SIZE+g;
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}
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for (int currentLayer = 0; currentLayer < 3; currentLayer++)
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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{
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bool rendered = false;
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@@ -1066,11 +1056,11 @@ void Chunk::reset()
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// printf("\t\t [dec] refcount %d at %d, %d, %d\n",refCount,x,y,z);
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if( refCount == 0 )
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{
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 3;
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
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if(lists >= 0)
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{
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lists += levelRenderer->chunkLists;
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 2; i++)
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{
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// 4J - added - clear any renderer data associated with this unused list
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RenderManager.CBuffClear(lists + i);
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