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undo further LevelRenderer changes
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@ -2308,10 +2308,7 @@ bool LevelRenderer::updateDirtyChunks() {
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// static int64_t totalTime = 0;
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// static int64_t totalTime = 0;
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// static int64_t countTime = 0;
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// static int64_t countTime = 0;
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// int64_t startTime = System::currentTimeMillis();
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// int64_t startTime = System::currentTimeMillis();
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Tesselator::getInstance()->offset(
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-permaChunk[index].x, -permaChunk[index].y, -permaChunk[index].z);
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permaChunk.rebuild();
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permaChunk.rebuild();
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Tesselator::getInstance()->offset(0, 0, 0);
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// int64_t endTime = System::currentTimeMillis();
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// int64_t endTime = System::currentTimeMillis();
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// totalTime += (endTime - startTime);
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// totalTime += (endTime - startTime);
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// countTime++;
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// countTime++;
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@ -4060,8 +4057,10 @@ int LevelRenderer::rebuildChunkThreadProc(void* lpParam) {
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while (true) {
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while (true) {
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s_activationEventA[index]->WaitForSignal(INFINITE);
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s_activationEventA[index]->WaitForSignal(INFINITE);
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// app.DebugPrintf("Rebuilding permaChunk %d\n", index + 1);
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// app.DebugPrintf("Rebuilding permaChunk %d\n", index + 1);
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permaChunk[index + 1].rebuild();
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permaChunk[index + 1].rebuild();
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// Inform the producer thread that we are done with this chunk
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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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s_rebuildCompleteEvents->Set(index);
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}
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}
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