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Implement mapblock camera offset correctly (#10702)
Implement mapblock camera offset correctly - reduce client jitter Co-authored-by: hecktest <>
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@@ -35,6 +35,25 @@ struct MapDrawControl
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bool show_wireframe = false;
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};
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear();
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
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};
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class Client;
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class ITextureSource;
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