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https://github.com/curioustorvald/Terrarum.git
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wip3
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@@ -16,8 +16,7 @@ class BlockProp {
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var shadeColG = 0f
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var shadeColG = 0f
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var shadeColB = 0f
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var shadeColB = 0f
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var shadeColA = 0f
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var shadeColA = 0f
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var opacity: Color = Color(0)
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lateinit var opacity: Color
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var strength: Int = 0
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var strength: Int = 0
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var density: Int = 0
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var density: Int = 0
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@@ -36,7 +35,7 @@ class BlockProp {
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var lumColG = 0f
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var lumColG = 0f
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var lumColB = 0f
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var lumColB = 0f
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var lumColA = 0f
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var lumColA = 0f
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lateinit var internalLumCol: Color
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var internalLumCol: Color = Color(0)
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/**
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/**
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* @param luminosity
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* @param luminosity
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@@ -213,7 +213,7 @@ object LightmapRenderer {
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// set sunlight
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// set sunlight
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sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
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sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
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AppLoader.measureDebugTime("Renderer.Preload") {
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AppLoader.measureDebugTime("Renderer.LightPreload") {
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// this is to recycle pre-calculated lights and shades for all 4 rounds.
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// this is to recycle pre-calculated lights and shades for all 4 rounds.
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// the old code always re-calculates them (calls 'getLightsAndShades()') for every blocks for every round.
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// the old code always re-calculates them (calls 'getLightsAndShades()') for every blocks for every round.
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// the light source information can also be used to create no-op mask? I'm sceptical about that, there must
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// the light source information can also be used to create no-op mask? I'm sceptical about that, there must
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