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Occlusion culling algorithm based on recursive descend (#13104)
Co-authored-by: DS <vorunbekannt75@web.de>
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@@ -340,3 +340,8 @@ void final_color_blend(video::SColor *result,
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// TileFrame vector copy cost very much to client
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void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
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void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
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/// Return bitset of the sides of the mapblock that consist of solid nodes only
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/// Bits:
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/// 0 0 -Z +Z -X +X -Y +Y
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u8 get_solid_sides(MeshMakeData *data);
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