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Disable broken light packing
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@ -832,7 +832,7 @@ void Tesselator::vertex(float x, float y, float z)
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pShortData[5] = (((int)(v * 8192.0f))&0xffff);
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int16_t u2 = ((int16_t*)&_tex2)[0];
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int16_t v2 = ((int16_t*)&_tex2)[1];
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#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
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#if defined _XBOX_ONE || defined __ORBIS__
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// Optimisation - pack the second UVs into a single short (they could actually go in a byte), which frees up a short to store the x offset for this chunk in the vertex itself.
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// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
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pShortData[6] = ( u2 << 8 ) | v2;
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