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~~scuffed sorting?~~
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@ -1,21 +1,11 @@
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use glam::{ivec3, IVec3, Mat4, Quat, Vec3};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track};
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use glium::{
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implement_vertex, uniform,
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Surface, DrawParameters,
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uniforms::{
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Sampler,
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SamplerBehavior,
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MinifySamplerFilter,
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MagnifySamplerFilter,
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SamplerWrapFunction
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},
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draw_parameters::{
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Depth,
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DepthTest,
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PolygonMode,
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BackfaceCullingMode,
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}, Blend
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BackfaceCullingMode, Depth, DepthTest, PolygonMode
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}, implement_vertex, uniform, uniforms::{
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MagnifySamplerFilter, MinifySamplerFilter, Sampler, SamplerBehavior, SamplerWrapFunction
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}, Blend, DrawParameters, Smooth, Surface
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};
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use crate::{
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camera::Camera,
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@ -122,13 +112,13 @@ pub fn draw_world(
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draw_parameters.blend = Blend::alpha_blending();
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draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
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draw_parameters.smooth = Some(glium::Smooth::DontCare);
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draw_parameters.smooth = Some(Smooth::Fastest);
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enqueue_trans.sort_by_key(|k| -(
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(k.0.position + IVec3::splat((CHUNK_SIZE >> 1) as i32)).distance_squared(camera_position.as_ivec3())
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));
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// enqueue_trans.sort_by_key(|k| -(
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// (k.0.position + IVec3::splat((CHUNK_SIZE >> 1) as i32)).distance_squared(camera_position.as_ivec3())
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// ));
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for (chunk, mesh) in enqueue_trans {
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for (chunk, mesh) in enqueue_trans.drain(..).rev() {
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let world_position = chunk.position.as_vec3() * CHUNK_SIZE as f32;
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target.0.draw(
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&mesh.trans_vertex_buffer,
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