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Reorganize ClientMap rendering code for a bit more performance
- Don't select blocks for drawing in every frame - Sort meshbuffers by material before drawing
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@@ -1468,8 +1468,8 @@ void Map::timerUpdate(float dtime, float unload_timeout,
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MapBlock *block = (*i);
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block->incrementUsageTimer(dtime);
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if(block->getUsageTimer() > unload_timeout)
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if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
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{
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v3s16 p = block->getPos();
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