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revert some seemingly unneeded changes
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23af1b0a72
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@ -14,9 +14,10 @@ FrustumData::FrustumData() {
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}
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FrustumData::~FrustumData() {
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for (int i = 0; i < 6; i++) {
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delete[] m_Frustum[i];
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}
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delete[] proj.data;
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delete[] modl.data;
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delete[] clip.data;
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for (int i = 0; i < 6; i++) delete[] m_Frustum[i];
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delete[] m_Frustum;
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}
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@ -1778,7 +1778,7 @@ void GameRenderer::renderSnowAndRain(float a) {
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yy1 * s / 4.0f + ra * s);
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#endif
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t->offset(0, 0, 0);
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t->end();
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} else {
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if (mode != 1) {
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if (mode >= 0) t->end();
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@ -2254,13 +2254,8 @@ bool LevelRenderer::updateDirtyChunks() {
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// int64_t startTime = System::currentTimeMillis();
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// app.DebugPrintf("Rebuilding permaChunk %d\n", index);
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Tesselator::getInstance()->offset(-permaChunk[index].x,
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-permaChunk[index].y,
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-permaChunk[index].z);
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permaChunk[index].rebuild();
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Tesselator::getInstance()->offset(0, 0, 0);
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if (index != 0)
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s_rebuildCompleteEvents->Set(
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index - 1); // MGH - this rebuild happening on the main
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@ -4065,12 +4060,8 @@ int LevelRenderer::rebuildChunkThreadProc(void* lpParam) {
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while (true) {
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s_activationEventA[index]->WaitForSignal(INFINITE);
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Tesselator* t = Tesselator::getInstance();
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Tesselator::getInstance()->offset(
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-permaChunk[index].x, -permaChunk[index].y, -permaChunk[index].z);
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// app.DebugPrintf("Rebuilding permaChunk %d\n", index + 1);
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permaChunk[index + 1].rebuild();
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Tesselator::getInstance()->offset(0, 0, 0);
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// Inform the producer thread that we are done with this chunk
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s_rebuildCompleteEvents->Set(index);
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}
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